Some news:

1)
Implemented support for transparent objects in the deferred renderer (= objects will react to deferred lights, shadows, etc) for a client. At the moment it only supports 1 Layer of transparency, so if there are 2 windows in the scene, overlapping each other, only the nearest window will be visible. This sounds bad at first, but in practice you won't notice it at first glance. I might extend this to support 3-4 layers in the future.
(Oh and i finally fixed the window textures for the car...)



This still needs a bit of work, as it could be faster and there are small 1 pixel errors sometimes, but all in all it works laugh
This also paves the way for a water renderer which correctly behaves to all the lighting going on


2)
It's that time of the year again: University calls. There won't be much updates from my side for the next 1 1/2 months. I'll try to get kartoffel's hdr (finally!) and transparency finished during that time though.


Shade-C EVO Lite-C Shader Framework