It is good to see you Liztail. Welcome back. :celebration: I started to write simple shaders since you're gone.
If you need ideas, I have this huge list which I paint in green more and more. Thanks to MGE team.
http://mgeshaderlib.50.forumer.com/viewtopic.php?p=385#p385
I'm not going to decide what features to add for a while, my first goal is to clean up the code to make MGE easier to extend. That said, I don't mind speculating on feature ideas...
Shadows would be nice, but the main problem is that there's no way to render the current Morrowind scene from a different angle. You could maybe have anything you exported as a distant static cast shadows onto the scene (since MGE knows how to render those), but dynamic moving objects would be out, and terrain would be out since the distant terrain is a different shape than the local terrain and would end up intersecting it and causing patches of wrong shadowing. Casting fake cloud shadows might not be too hard, but actually having a dynamic sky with volumetric clouds is something I don't have an experience in.
.....
I can't see a mesh overhaul for Morrowind, it would be hard for modders I think. Because of that tessellation would be awesome. But the problem with tessellation is how to tell hardware what
not to tessellate.
For terrain shadows, you mentioned the problem: "distant terrain is a different shape than the local terrain". If we fix it, we can have terrain shadows then. (plain logic :toughninja: ) I know it would be impossible, but how bad could it be? How does Crysis do it?
For statics shadows, creating a light perspective camera for distant land would be the start as you mentioned. I know they are going to be static but they are already statics. For creatures and NPCs maybe we can capture Morrowind shadows and apply some blur on them. Blurring shadows is very common. Probably we will do something like VSM shadowing.(actually they are all the same thing
)
From top of my personal list,
true HDR, even better than any game, (Right now, the light info is between 0-1, doing tone-mapping and HDR is futile. There is not enough light info for good results. If we can give original lights and reflections more brightness(and sky less) so they exceed 1, after that we can do proper HDR lighting. No more over-exposured NPC faces. )
Shadows,
and whatever other games are doing to run 2000-5000 lines of shader code in real time. I have six post-process shaders and they hurt my performance a lot. And I want to add more!
.....
2) Agreed, shadows would be awesome. Vtastek was working on implementations but he's had them in stealth mode for a while it feels like
.
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It is more like "working for the dark side." I will finish the cloud shadows shader.
BTW, I'm in the lucky minority, I have Nvidia GeForce 240M GT, DX 10.1 and SM 4.1.