Progress:
  • added support of animated sprites
  • renamed object shaders to cause no errors (e.g. in WED) due to too long filenames
  • in the deferred view all sky entities get a shader assigned, which clips the sky, so that no additional sky management routines are needed anymore (less Lite-C overhead!)
  • without the need to assign all sky entities to the base view anymore, the user isn't restricted anymore in regards to the client_id of his/her sky entities
  • added an additional particle pass to render particles over the already AO-shaded scene. This way, AO doesn't shine through particles anymore
  • disabled bilinear filtering in all texture lookups where not necessary to reduce the remaining AO-bleeding


Screenshots for the particle feature:

LEFT: This is a testscene with a nice fire and lots of particles for it.
MIDDLE: This is how it looks like at the moment: particles are rendered in the diffuse view and ignored in the deferred view, so AO is shining through the particles.
RIGHT: This is how it looks now with the seperate particle pass (particles are ignored in diffuse and deferred view and rendered at last).



After I have tested the particles stuff enough (e.g. with other transparent objects... let the alpha wars begin!! smile), the next thing is an A7 compatibility mode (this means mostly emulated fog).

Best regards,
-Chris