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There was some discussion of new features being added to Rend3. Here's my current wish list.
Important
Support the three basic glTF light types - point (that's in), directional (for the sun, that works now), and cone. Cone lights that don't throw shadow and have a distance limit can cover most cases. Point lights tend to go through roofs and walls and look bad, but you can light a room with many short-range cone lights and have it look good. Real illumination values and automatic tone-mapping go with this.\
Less important
Second Life now has environmental reflections, and even mirrors, although you're limited to one mirror being live at a time. So, eventually, I'd like reflections. It's not essential right now.
Some examples of environmental shaders (fog, etc.) would be useful. This is more of a user-level thing.
Order-independent transparency would be nice, The transparency sort doesn't always do the right thing. But this isn't essential.
I've been implementing the ability to click on 3D things in my own application. Bounding boxes eliminate most of the objects from consideration. Eventually, though, I have to do a ray vs. textured mesh test. Help from Rend3 and the GPU would be nice but is not essential. I only have to test a few meshes, and can do that in the application. I don't have the meshes and textures handy in memory, though, because I sent them to the GPU. If I could request a copy of a texture or mesh back, given a MeshHandle or TextureHandle, that would be useful. If not, I can work around that, but I have to do a lot of work, possibly re-fetching from a server. if this is easy, it's worth having; if it's hard, just say so.
So, from my perspective, the main near-term thing is full lighting support. The other stuff is less critical, and behind bug fixing and performance bug fixing in importance. Thanks.
The text was updated successfully, but these errors were encountered:
There was some discussion of new features being added to Rend3. Here's my current wish list.
Important
Less important
So, from my perspective, the main near-term thing is full lighting support. The other stuff is less critical, and behind bug fixing and performance bug fixing in importance. Thanks.
The text was updated successfully, but these errors were encountered: