EffectCompositor
Posted: 14 Jul 2017, 23:27
This is an idea for a feature that I never got to. Basically, someone made an awesome OSG library called EffectCompositor that allows one to write postprocessing effects in a text file.
The simplest way to use it would be to allow users to activate/deactivate effects that they drop into their OpenMW folder via a settings file. Once that's working, we could think about things like:
- Allow modders to use effects in specific cells, maybe by having an object use an effect file as a model. The effect will (de)activate when the model (un)loads.
- Allow scripts to modify effect parameters.
- Figure out how to share a render target between effects, for things like SSAO and other depth-based effects.
- Add some engine hooks that will allow one to create deferred shading systems as an effect file.
Any other ideas?
The simplest way to use it would be to allow users to activate/deactivate effects that they drop into their OpenMW folder via a settings file. Once that's working, we could think about things like:
- Allow modders to use effects in specific cells, maybe by having an object use an effect file as a model. The effect will (de)activate when the model (un)loads.
- Allow scripts to modify effect parameters.
- Figure out how to share a render target between effects, for things like SSAO and other depth-based effects.
- Add some engine hooks that will allow one to create deferred shading systems as an effect file.
Any other ideas?