It was decided to move from irrlicht OpenGL path when it appeared that Irrlicht wasn't designed to handle a light prepass renderer at all. Actually Irrlicht is designed to be compatible with a wide range of hardware and software combination (even unaccelerated rendering) and thus does not map very well to a full shader pipeline : for instance, there is no way to use custom vertex attributes in a shader, and texture/framebuffer are limited to GL_TEXTURE_2D. It turned out to be much easier to write a new renderer from scratch instead of patching our copy of Irrlicht (massive) codebase.
benrob0329 wrote:I suggested a switch to Antarctica, it got shot down pretty fast :-/
Calinou wrote:benrob0329 wrote:I suggested a switch to Antarctica, it got shot down pretty fast :-/
We can do a lot with Irrlicht already, including very optimized stuff, it just needs to be done. No need for an engine switch for this (even though Irrlicht development isn't very active nowadays).
I'm pretty sure that motion blur, water reflection and refraction can be done by someone who has knowledge in GLSL. Entity shadows should be doable as well. Apparently, Irrlicht can even use OpenGL 4.x functionality.
benrob0329 wrote:you've probably already looked this up but: http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/
rubenwardy wrote:http://open.gl is also very good, I've heard
Calinou wrote:There's http://learnopengl.com/ and http://www.opengl-tutorial.org/ for learning OpenGL (in addition to rubenwardy's link). Also, look at http://docs.gl/ for a one-stop place to go for documentation.
issa wrote:Hello,
so what's up ?
i still hope seeing minetest with realistic look ?
so ?
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