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Game engine using OpenGL and Qt
The active camera is used for everything but rendering. For example,
So you can see exactly what the scene will look like when adding a mesh.
To graph FPS.
Pass the light through RenderOptions and apply it in the shader. The light should have a direction and color.
You can technically already do this by adding a node with an invalid mesh file.
We'll want the icon for this to be an image of a sun or something, so we first need to allow for images to be placed on the scene.
Currently meshes are duplicated for each object.
QGLWidget is obsolete with QT 5.4
With drag and drop to add them to objects.
And allow for user to set the active one.
Add UV transformations (offset, scale, rotation) to the MaterialComponent
Add cascaded shadow maps to the graphics engine.
The component can just display number of triangles, vertices, etc.
Browse folders in-engine and drag and drop resources.
Writing/reading generated tangents and bitangents to disk will speed up load times and reduce lighting flicker.
Make it optional to use deferred rendering (less expensive for multiple lights) and forward rendering (better for translucent objects, anti-aliasing)
MeshComponent just serializes a filename.
Allow for multiple degrees of freedom when you click and drag to translate, scale, and rotate objects.
Something like a yellow highlight to make it clear which mesh is selected.
Add a material info that gets sent with RenderData for color and texture. This should replace the TextureHandle currently be sent alone.
Currently it's hard to tell the different axis from each other since there's no depth perception, adding arrows or some kind of 3D object to the hooks may help with that.
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