Line 369 in PBR.fx should be uncommented. Without it, reflections aren't accurate.
Also regarding the Fresnel reflections. If you observe a brushed aluminium or copper plate it doesn't reflect much when viewing from a high angle 30-90 deg and the reflection is very blurry. But then, if it's observed from a shallow angle 5 - 15 deg, the reflections becomes stronger and sharper. There's no trouble reading a newspaper through it, it's like a mirror.
Does a Fresnel reflection also apply to a metallic materials or are we talking about some other phenomena.
Should we try to approximate a default Fresnel behavior from a surface roughness and reflectivity. And use the Fresnel material/texture to override the defaults if needed.
Last opportunity to check any issues before uploading the package to CodePlex.
CodePlex is shutting down. Read about the shutdown plan, including archive and migration information, on Brian Harry's blog.
In October, we’ll set CodePlex to read-only, before shutting it down completely on December 15th, 2017.
I was just wondering if there's something that could be done re this discussion between kuddel and me. It brought up some old D3D9Client discussions from 2014, namely this.
The 2D system is really old now and I think it could do with an overhaul, even if only gcAPI using vessels could make use of the new system.
Do you have any plans on where to migrate once they closed doors for good?
Well, they're not really that dense or last that long. Here's a video of Discovery performing the Ti burn (single engine OMS burn using the left engine with a duration of 11 seconds):It would be possible to create a particle effect editor to allow to customize and test the effects in real-time with more parameters than the current particles. The math could be done on a GPU allowing 100k to 250k particles, but still they would be camera facing billboards like the current ones. They should get the job done well enough.
Z-sorted particle effects are possible but the particle count would be very limited.
Do I have to set something up?
When you set up the reflections and roughness, of meshes in the debugger and save the changes. What file and folder are they saved to ?