Alright, back from vacation...which also means back to work laugh

Thanks for all the feedback! Should help me to improve the whole thing smile

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In that case I would advice you to write a fallback shader or a possibility to trap this case and to disable the use of DS. If you integrate this into your next Shade-C release, no one on the world should be alienated just because one single feature can't be used.


Of course. You will be able to enable/disable deferred shading. Making shade-c deferred shading only would be nuts smile


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I do have one question tho... why are they lined up like they are trying to sniff eachothers ass's?


Lol, that wasn't on purpose, but now you mention it... laugh

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Just an idea: Those Volumetric clouds, in the first demo in this thread... could they be used to simulate a nebula in space that you can fly through?
(boh_havoc, you know what kind of nebula I'm talking about... it would replace the sprites in the playground level of CSIS?)


Check your PMs




ACb:
Don't call addBlurToView(); every frame. Call it once when you need it, then adjust
sc_mtl_pp_radialBlur.skill1
sc_mtl_pp_radialBlur.skill2
sc_mtl_pp_radialBlur.skill3
every frame to your needs.
Once you don't need the radial blur effect anymore, call removeBlurFromView(); once(!) That should do it smile



Shade-C EVO Lite-C Shader Framework