Thermal emission
Working on thermal emission on planets: lava, volcanoes, hot jupiters....
Working on thermal emission on planets: lava, volcanoes, hot jupiters....
Recently I was working on implementing support of joysticks and gamepads, and now it may be considered as 'ready'. Above is my test configuration (Logitech Extreme 3D Pro, 3D Connection SpaceNavigator, and XBox360 controller). Now SE supports up to 16 controllers simultaneously. You can assign...
Now (almost) all 3D modes are ready! Here is a set of example screenshots:No 3D:Anaglyph:Vertical anamorphic stereopair with interlacing:Horizontal anamorphic stereopair with interlacing:Vertical anamorphic stereopair:Horizontal anamorphic stereopair:Oculus Rift:You can see a lot of settings in each mode: interpupillary distance, 3D depth, swap left/right, interface depth...
Added the ability to change units in the player menu:...
Made separate rendering of the GUI and the frame for Oculus Rift (so HDR, FXAA and so did not affect the GUI). But because the GUI texture resolution is bigger than its image on the final frame, there is an undersampling of texture obtained, resulting...
I fixed a bug with FXAA atialiasing. The mistake was applying it after adding the bloom effect (light halo around bright objects). This was effectively disabling antialiasing on bright areas of the image. Look the screenshots. You may notice that bright areas are antialiased now....
I got a 3D TV and now working on various steroscopic modes. First two are for passive (polarization) displays, verical and horizontal anamorphic stereopairs. You must switch you TV to 3D mode to be able to see these images:BTW, this first image shows a problem...
Implemented offset frustums. Now eye convergence and sense of scale are perfect. GUI is more or less usable with simple scaling, although some GUI windows did not fit the field of view and must be scrolled....
This is a sort of a fractal, generated directly at the rendering stage. Star corona is rendered as three orthogonal planes, passed through the center of a star, as in the previous version. But now they are use procedural noise to texture the planes, instead...
I started working on Oculus Rift support. Above is a simple stereoscopic render, without distortion shader, but it looks great.The engine renders two separate frames very well, without any specific optimizations FPS drop is about 15-20%. A lot of work required on GUI - all...