Only had to add the following line to make everything work again in the latest MonoGame version
graphics.GraphicsProfile = GraphicsProfile.HiDef;
I will try to find some time on the weekend to write about the current state of implemented techniques / features of the renderer
Current implemented techniques / features are:
Deferred ScreenSpace Decals (albedo, normal)
Some Exponential Fog
... and some more
what parts of the gbuffer do you manipulate with POM? albedo & normal? Or depth too?
Only albedo and normal.
What is "EFog" ? Never saw this among: Distance Fog, Height Fog, Volume Fog, etc. Is it the vanilla fog ?
Perhaps not the best abbreviation... I should have named it Exponential Fog. Meaning the Fog gets thinner in greater height.
After a longer break I am now working on the project again, just for fun Trying to improve the code base and adding some stuff like a better GUI and using HDR lighting for example.
Glad to see you back at it!
Not much time these days to make a lot of progress, so I just added a new model and fiddled with the settings for the lighting and post processing.
Here is the model I used for the last images, in case anybody wants to use it
I was asked by @thatpixelguy here http://community.monogame.net/t/miles-kilo-is-out-now-on-the-nintendo-switch/10763/7?u=kwyrky if I have a dev blog for my projects. So I did not have one at that point. But I thought about the idea and out of curiosity I tried to set up a dev blog with WordPress which was relatively easy to do. Beware that I guess I won't find any time soon to post anything there but we will see how it goes.
Forgot the link to the blog, here it is:http://kwyrky3d.bg-tt.de/