New Rendering TODO
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Task:
Completed On
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Add Skeleton GLES3 backend
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Refactor Image to include more datatypes
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Refactor texture to include new Image datatypes
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Create new VisualServerRaster, split in components
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Write new shader language compiler based on GLES3 GLSL
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Port 2D Engine to GLES3
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Write new Mesh implementation, based on raw data instead of arrays (faster)
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Write new viewport and render target API
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Write skeleton scene renderer, more optimized than before
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Make cubemap filtering work using GGX
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Add basic PBR support (albedo and specular, from cubemap)
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Add basic lighting support
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Bring Back gizmos
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Shadow Mapping / Shadow Atlas
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Variance Shadow Mapping
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Environment probes
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Environment probe blending
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Material: Sheen
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Material: SRGB for Vertex colors
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Material: Clearcoat
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Material: Anisotropy
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Material: Height / Displacement
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Material: Detail
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Material: Emission
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Material: Subsurface Scattering
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Material: Refraction
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PostProcess: Tonemapping
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PostProcess: Adjustments
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PostProcess: Motion Blur
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PostProcess: SSAO
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PostProcess: DOF Blur
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PostProcess: Bloom
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PostProcess: PostProcess Shader
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PostProcess: Screen Space Reflections
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Layered/Stencil Rendering
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MSAA Antialiasing
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Geometry: Skeletons
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Geometry: Blend Shapes
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Geometry: Instancing
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Geometry: Particles
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Geometry: Immediates
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Geometry: AO and LightMap Layers
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Geometry: Decals
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Culling: Portals & Rooms
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Culling: Room Editor
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Particles: Shader
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Particles: Sorting
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Particles: Collision
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Particles: Soft
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Textures: Animated Textures (Proxy or Switchable)
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Textures: Streameable Textures
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LightBaker: Baker
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LightBaker: Irradiance
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LightBaker: Radiance with VCT
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2D Engine: Meshes
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2D Engine: Skeletons
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2D Engine: Backbuffer Copying
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2D Engine: Mipmap Blurring Tool
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2D Engine: Sprite -> Mesh tool
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2D Engine: Mesh support in TileMap
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Add clustered lighting optimization
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Add clustered decals
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VR: Rift
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VR: Vive
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VR: Cardboard
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