Hi,

I´m working on a lighting pipeline for A7 I called LightFrog.
I want to give you a first idea of what I´m workin´ on.



The goal is to create a pipeline supporting the most important techniques for todays game lighting.
This includes basic lightsources types and materials as well as shadow mapping.



I´ll also implement pp-effects like bloom, blur, SSAO and color grading stuff like 'bleach bypass':



There is currently just one material for standard bumpmapping.
This first Demo is not thought to give you content which can already be implemented in your projects but it´s more a test to see how far everything works now.
Some problems are known like shadow issues when using small screen resolutions but compare with the pics above and see whether you can find some strange artifacts when running the demo on your systems.

Get the demo from HERE

Also let me know how fast it runs. wink


regards,


EDIT1: should you get an "error in effect" message try to put the D3DCompiler_42.dll from your GS folder into the bin folder of the demo.
There is a bug which causes problem with the auto switch to a fallback pipeline for computer systems which doenst support MRTs.
This will be fixed in the next version.

Last edited by Hummel; 06/29/10 14:19.