- GPU Particles systems - In Progress (external repo WIP)
- GUI System - Multiple GUI's now support 2.x, including a newly written one by dark_sylinc called colibrigui
- Reverse depth buffers - Done 2.2+
- Per pixel reflection probes - Done 2.2+
- Area lights - LTC area light Done 2.1+
- Deferred decals - Done 2.1+
- Voxel Cone tracing (GI) - Done 2.2+
- Integration of a gltf 2.0 importer - Currently 2.1 only as a separate library
- Volumetric lighting
- Order Independent Transparency
- VR optimization
- Velocity buffer
- Motion Blur
- TAA
- Improve Screen space reflections with TAA
- Subsurface scattering
- Refractions
- Other BRDF's (eg clear coat or cloth)
- Vulkan support
- Dx12 support
- Android support
Hi all
I would quite like to put a poll together to see what features developers would like to see implemented next in Ogre 2.x. I have been working on bits a here and there, one of which is the particles systems, but nothing really usable yet. So if there was some clear direction from the community it may help motivate me to finish these sort of things. Also it would just be useful to see what the community need!
Anyway ill start a list here, once its got enough stuff in it ill create a poll, so please add anything you may need/want now or in the distant future
- GPU Particles systems
- GUI System
- Reverse depth buffers
- Volumetric lighting
- Per pixel reflection probes
- Area lights (I have not looked into the recently added 'Fake' area lights)
- Deferred decals
- Android support (Although not even Epic can get this right!)
- Order Independent Transparency