Has anyone every tried some deferred shading stuff? I really like the deferred lighting, screen-space ambient occlusion, bloom, and edge detection based anti aliasing.
I know we have bloom and fog, which are both deferred shaders, and I've found some nice whitepapers on the implementations.
I know kloot implemented dynamic lights, but iirc it wasnt deferred, but calculated separately for each fragement, with no scissor culling.
Finding papers is not the problem (we read them), the implementation is. Deferred shading would be easy if there wasn't a giant Lua API allowing raw OpenGL access at pretty much every rendering stage, and if all current FFP/non-GLSL code were dropped entirely (realize what those points mean for us and the userbase: major cleanup and abstraction would be required across all renderer components, all widget/gadget drawing would have to be MRT'ed, all players with Intel GPU's would be cut off, etc). It is also too complex to make optional.
A nicer post-processing pipeline that includes SSAO (for which there is even a half-finished shader widget floating around, iirc) and bloom effects is a more realistic goal, but still hairy enough. Spring just is a victim of its own flexibility and age.
Joined: 01 Jun 2005, 10:36 Location: The Netherlands
I wrote a deferred shading tech demo for a class project a while back. But as Kloot said, implementing it in Spring is a much harder project, and will break a lot things.
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