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It looks as if there are some specmaps missing on the soldier?^^


There is a specmap, but it's way too bright. Was too tired to fix it yesterday laugh

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And how are you going to handle reflections, transparency/refractions and antialiasing? :P


I have an idea about reflections/refractions. No idea if it works, but it's worth a try smile I'll let you know if it works out (You are also working on dedicated deferred shading if i remember correctly? smile )
Transparency and antialiasing are indeed a problem. There only is simple transparency supported at the moment via clip() and i think there won't be anything better in the final version. Antialiasing will be a mixture of edge detect and blur. Not optimal, but better than no antialiasing at all. There is a method to use real AA while using MRTs, but as far as i know, it only works with D3D10.

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In case you could still have some need for it, here is some nice article to look at ;): http://mtlung.blogspot.com/2009/03/accumulative-screen-space-ambient.html (thanks to mk1 who pointed me to it yesterday ;))


Nice! Thanks for that! smile


Shade-C EVO Lite-C Shader Framework