Re: SCPCBIrrlicht

#472
juanjpro wrote:
Spoiler
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The lighting on dynamic objects is pretty bad, I'll implement deferred lighting and correct their intensity so they look right.
Am I just imagining things, or does the lighting look tinted?
𝙱𝚕𝚒𝚝𝚣𝟹𝙳 𝙴𝚛𝚛𝚘𝚛(!): 𝙿𝚛𝚎𝚜𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚋𝚞𝚝𝚝𝚘𝚗 𝚛𝚊𝚙𝚒𝚍𝚕𝚢 𝚒𝚜𝚗'𝚝 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚝𝚑𝚎 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛 𝚖𝚘𝚟𝚎 𝚏𝚊𝚜𝚝𝚎𝚛.

Re: SCPCBIrrlicht

#476
juanjpro wrote:Looking forward to whatever you come up with.
Yeah, getting a compile error with Irrlicht though since I only have the DirectX SDK for 10 and above since I run Windows 10, and all the official SDKs have been removed by Microsoft, so I'll have to do some searching.
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Re: SCPCBIrrlicht

#479
You probably already explored the Irrlicht forums but I found some things that could be helpful

Shadows, SSAO and post-procesing effects. Considering the game mostly dark enviroments, Ambient Occlusion could be even more beneficial to the graphic aspect than actual shadows...
http://irrlicht.sourceforge.net/forum/v ... =6&t=30631

Deferred Lighting, particles and Varius kinds of mapping (Well, two, normal and parallax)
http://irrlicht.sourceforge.net/forum// ... 3&start=45
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Re: SCPCBIrrlicht

#480
Shadow mapping is already implemented but it won't be used everywhere for the sake of performance. Normal mapping is already implemented.

I will try adding SSAO soon. I'll also add deferred lighting since that is really important for the lighting of dynamic objects. I can't get things to look right with just 4 lights.