Shaders, Texture Maps + other ver.2 features.
Support for quake3 style pixel/vertexshaders for both
flats and objects.
Particle's rendered to textures, for eg fire/water effects
mapping for models/walls/flats. Would greatly enhance
the look of Doomsday.
Area based fog through XG sectors.
Client window/pov > Rendered to texture's, eg for
security camera's and portal effects.
Instead of a flat surface. A surface could be created
using a matrix which could be actively deformed for eg a
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Wow the Tenebrae stuff really is amazing...and its
opensource! Can its code be used for Doomday? That would be
(originally posted by anonymous SF.net user)
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I'd like to see per-pixel lighting. Anyone take a look at
tenebrae's latest pics. Those wall textures are really
benefiting from it.
- Tags set to Renderer, Graphics, Textures, OpenGL
- Category set to Redesign
- Status changed from New to In Progress
- % Done changed from 0 to 10
- Priority changed from Normal to Urgent
Maybe this should just be merged into Feature #7?
- Status changed from In Progress to Closed
- % Done changed from 10 to 0
This composite issue has been split into separate ones under Issue #7.
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