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Leadwerks Game Engine
Zeirus 2013년 12월 28일 오전 3시 46분
Post-Effects rendering
Hi,
I would like to know if the rendering engine of Leadwerks 3.1 implements some or all of the following post-effects:

Screen Space Ambient Occlusion, Depth of Field, Light Rays, Lens Flare / Corona Effects, Light Glowing, Blurring, Haze Heat Distortion Effect, Color Correction, etc...

Thanks in advance for reply

P.S. for Developers: Please make a video with all the possible post-effects active.
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Zeirus 2013년 12월 28일 오전 8시 03분 
Note: I found a series of videos dedicated to post-processing of Leadwerks 2, but it is five years old... From 2.0 to the now near 3.1 the difference should be consistent about the new capabilities of graphics engine... right?
Leadwerks Software  [개발자] 2013년 12월 28일 오후 3시 54분 
The rendering buffer class allows post-processing effects to be drawn on screen. Some of the beta testers are using this to port Leadwerks 2 effects over to Leadwerks 3. However, we want to build something more advanced than the simple hard-coded rendering pipeline in Leadwerks 2. We're working on a script and shader effects system that will allow you to add standard as well as third-party post-processing effects, along with sliders and options in the editor that are user-defined by the shader author. This will take a little longer to implement, but it will provide more variety and allow continuous evolution of the renderer as new effects are created.

There's hardly any post-processing effect we don't know how to code, so it's actually not that big of a deal to implement. It's more that we are focusing on some core features that are pushing the engine way ahead of anything we've done in the past. There are two drawbacks to deferred rendering; the lack of hardware MSAA and transparency. We've solved both of these problems and the resulting lighting is much higher quality than anything I've ever seen.
Leadwerks Software님이 마지막으로 수정; 2013년 12월 29일 오후 8시 52분
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