Anim8or Community
General Category => Ongoing Anim8or Development => Topic started by: Steve on September 10, 2014, 06:34:34 pm
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As of build 1103, GLSL shaders support all 3 light types (directional, local, spotlight) and up to 8 lights.
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DANG that looks nice :P
I've got to step up my game, steve's editor preview is looking better than my game engine :P
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Thanks, but I doubt that's true. With some luck I'll have some kind or shadows in the near future :-)
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With some luck I'll have some kind or shadows in the near future :-)
does this, by any chance, have any impact on how fast a render can be done with shadows enabled, or is it solely for the working views?
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It will work for the working views and when you use the OpenGL renderer, but not the other renderers. However I have things planned to speed those up as well.
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Thanks, but I doubt that's true
I'm pretty sure it is lol, I haven't done much to work on the graphics portion of my engine. I've been spending a lot of time with under the hood type of stuff (pun intended :D)
But totally looking forward to opengl shadows, would make positioning lights soooo much better.
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...the other renderers. However I have things planned to speed those up as well.
that sounds like good news to me 8)
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So originally I was going to complain, but then I realized I was on the wrong build :P
With all these updates coming out so fast it's getting hard to keep track of my files ::)
But I do have a question now that I have tried the proper build :P Mainly I want to know if you are planning on making the opengl renderer look as close to the final renderers as much as possible; knowing that both scanline and artray have different looking lighting I just want to know if you could preview in opengl to look as close to one or the other (kinda like a fine tuning preset to tweak the general properties of the opengl lights to match the finalrenders closely).
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I will be improving the GLSL code to make it match the scanline and ray traced outputs. Of course the ray traced output will always do better refractions, reflections, etc.
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Build 1112's GLSL spotlights no longer show a hard edge for softer settings: