Sorry, I thought you were writing the forecast... ;-) So, after reminding you, is the page fogman refered to is that stuff you are intending to add to the compiler?

Yeah, I am looking forward to bake ambient occlusion into my maps. You added radiosity to the map compiler, so, I thought that adding AO to it is not much more difficult than radiosity.

SSAO is indeed a realtime shading algorithm - so, if you won't intend to add AO to the compiler (but that would be a killer feature, just my oppinion), would you please add a SSAO post processing shader to the shader library (another killer feature :-)). The whitepaper from Crytek explains SSAO very well...

Last edited by HeelX; 05/26/10 14:54.