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History: Help Requested

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            This page lists a selection of tasks that are 'nice but not essential'; things that would be useful but are not likely to be developed by the core team. If you're interested in helping out and you don't have anything specific in mind, pick something off this list and make a note that you're working on it. __Don't add things to this list__, these tasks are approved by the team. You can of course tackle your own choice of feature too, but we're not guaranteed to support it unless you clear it with us conceptually in the forums first.

This list has also been used as the ideas list for the Google Summer of Code.

{maketoc}

!!!Complete the DirectX 11 render system
There is a fledgling DirectX 11 render system in trunk right now, but it needs plenty more work doing to it in terms of implementing recommended performance characteristics for d3d11 and some other gaps. 

You'll need a Vista\windows 7-capable machine for this one. All new features must be exposed in such a way that they are options, with detection and fallback for non-Dx11 machines. 

Per polygon material ID is now supported in DirectX11 which means exporters, importers and resource system and index buffers should support this.

Some other gaps are described in the current version roadmap.

!!!Imposters
* Automating the process of creating imposters, ie rendering a sub-scene to a texture to use on a billboard to reduce rendering complexity. Should include detecting when the view needs updating due to the camera changing position, camera mirroring and multiple cameras. 

* [http://artis.inrialpes.fr/Publications/2006/BD06/|Impostor Geometry with Relief Textures] 

!!!CHC/CHC++ Utility Framework
* Create an implementation of [http://www.cg.tuwien.ac.at/research/publications/2004/Bittner-2004-CHC/|CHC]/[http://www.cg.tuwien.ac.at/research/publications/2008/MATTAUSCH-2008-CHC/|CHC++] that is usable with any hierarchical scene structure (ie not SceneManager specific, but usable from any hierarchical scene structure)

!!!Animation Enhancements
* High-level stateful animation blending helper system, similar to AnimationBlender in the wiki, but with much more power. Such as just being able to add a new animation to the mix and have the transition and which animations it replaces or blends with automatically determined based on an initial configuration or dynamic specification. (aka BlendTree)
* Animation compression

!!!Scene Manager: Hybrid tree
Hybrid tree implementation allowing for spatial partionning to be composed of various subtree part (octree, kdtree, aabbtree, quadtree) optimizing static geometry using best partionning possible.

!!!Binary format support for scripts
Serializing materials, shaders, particle systems, compositor chains and such to a binary format. Meshs are a good example of what we aim to.

!!!A unit testing framework
An infrastructure that will enable us to define tests for OGRE and run them one after the other so we will know that status of the version, because OGRE is mainly graphic - a part of the infrastructure will be to enable running the test in a "record" mode to record a positive state - and take a screen shot, this screen shot will be compared to the result of the same test running in "test" mode.

!!!Full scene serializing
Serialize a scene to a file and enable loading it from file.

!!!ISO or/and USB bootable Linux of all code/demo/tools, along with complete Ogre dev Environment
The idea is being able to deliver instant Ogre dev Environment, Ogre "Demo" (both games, graphics and all compilable addons) Disc, and gather all 3D/2D rt related tools chain reader "ToolChain" setup (blender, nvidia texture tools, gimp+ dds, etc... and some win32 tools using wine (xnormal, etc.))
This ISO should be easily "updatable" by community and directly "usable" by all beginners (no complex setup required). Obviously, due to license restriction, that would be based on some linux distribution.

!!!Off-Screen Particles
Implement "GPU gems 3. Chapter 23. High-Speed, Off-Screen Particles" - [http://http.developer.nvidia.com/GPUGems3/gpugems3_ch23.html]

!!!Finish the OpenGL ES 2.0 render system
Finish missing features in the render system for OpenGL ES 2.0 that exist in Ogre SVN trunk. The render system is based on the OpenGL and OpenGL ES 1.0 render systems. The developer can use an OpenGL ES 2.0 emulator for easier development without special hardware - [http://developer.amd.com/gpu/opengl/Pages/default.aspx] or [http://www.imgtec.com/powervr/insider/sdkdownloads/index.asp#GLES2] - __In progress__

!!!Importer/Exporter
Adding Ogre Import/Export to the [http://misfitcode.com/misfitmodel3d|misfit model 3D] gpl modeling/animation tool using QT/XML.

!!!Misc features
!!!!Support using more the one shadow technique
Add support of having both texture shadows and stencil shadows at once.

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Alias: (alias(HelpRequested))
        

History

Information Version
Mon 28 of Aug, 2017 23:57 GMT-0000 paroj 20
Sat 17 of Mar, 2012 22:06 GMT-0000 spacegaier added link to GSoC ideas (will become available within the next minutes) 19
Sat 17 of Mar, 2012 21:50 GMT-0000 spacegaier 18
Sat 17 of Mar, 2012 21:49 GMT-0000 spacegaier 17
Tue 03 of May, 2011 10:09 GMT-0000 spacegaier added network-streaming rendering system as per thread: http://www.ogre3d.org/forums/viewtopic.php?f=11&t=47621&start=25#p427014 16
Tue 26 of Apr, 2011 09:33 GMT-0000 spacegaier flagged some points as covered by GSoC 2011 15
Tue 26 of Apr, 2011 04:55 GMT-0000 masterfalcon Added GLCore proposal 14
Sun 02 of Jan, 2011 08:36 GMT-0000 masterfalcon Removed GLES 2 render system from the list since it is complete. 13
Fri 16 of Jul, 2010 20:32 GMT-0000 spacegaier inserted some interwiki links 12
Sat 01 of May, 2010 01:25 GMT-0000 jacmoe 11
Sat 01 of May, 2010 01:21 GMT-0000 jacmoe 10
Tue 12 of Jan, 2010 18:34 GMT-0000 jacmoe 9
Sat 09 of Jan, 2010 01:53 GMT-0000 jacmoe 8
Mon 04 of Jan, 2010 17:11 GMT-0000 jacmoe 7
Thu 31 of Dec, 2009 19:45 GMT-0000 jacmoe 6
Tue 15 of Dec, 2009 01:58 GMT-0000 jacmoe 5
Tue 15 of Dec, 2009 01:57 GMT-0000 jacmoe 4
Tue 15 of Dec, 2009 01:56 GMT-0000 jacmoe 3
Mon 14 of Dec, 2009 07:21 GMT-0000 jacmoe 2
Sat 31 of Oct, 2009 06:41 GMT-0000 Masterfalcon 1