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Implement non-textural graphic eye-candy #173

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iksbob opened this issue Jun 17, 2021 · 0 comments
Open

Implement non-textural graphic eye-candy #173

iksbob opened this issue Jun 17, 2021 · 0 comments
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enhancement New feature or request graphics Problems with OpenGL or generally rendering related

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@iksbob
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iksbob commented Jun 17, 2021

Per-polygon material characteristics such as:

  • Glow, allow definition of typical glow-when-damaged polys and always-glowing polys (preferably with a definable value)
  • Glossiness/flatness, affecting shading with respect to light sources (from darker color with well-defined specular highlights to the original flat angle-from-light-source shading)
  • Transparency, aka alpha channel
  • Refractive index, bending of light rays (would require a ray-tracing engine probably)
  • Metallicity. There's probably a better name for this, but mirror-like properties.

World/engine effects:

  • Color, size and diffuseness of light sources. In addition to tinting map object colors, these would control the characteristics of specular highlights and:
  • Shadows. The edge being blurred depending on the size of the light source. Ideally the light source diffuseness would affect the density gradient of the blurring, but... math.
  • High dynamic range lighting effects. Color desaturation, glare and (sigh) lens flare.

Because there's not enough real issues that need attention.

@iksbob iksbob added the enhancement New feature or request label Jun 23, 2021
@iksbob iksbob added the graphics Problems with OpenGL or generally rendering related label Jul 2, 2021
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Labels
enhancement New feature or request graphics Problems with OpenGL or generally rendering related
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