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hydrogen's Issues

Attempt to implement support for MSAA

(Low priority)

Attempt to implement multi-sampled anti-aliasing for rendering output.

http://www.opengl.org/wiki/Multisampling

We are not interested in FSAA as we do not run in full-screen mode. We are interested in FBO based MSAA or Render-to-Window anti-aliasing.

This feature is typically enabled via auto-detection of capabilities plus we may need to be able to disable this via options or in case of failures (this can consume a lot of video memory on some systems)

When sites go into distance, the quality of rendering diminishes. One of the ways to render this is by enabling anti-aliasing (subsampling etc.,). We want to see if we can make this possible.

This is more of a research subject then anything that can be played with on spare time.

F11 switch causes screen to blink

When hitting F11 in thorium, the entire display blinks. I am not sure what is causing this. The behavior of maximizing app full-screen should not be different then hitting "maximize" and "restore" buttons (i.e. window re-sizing) with exception of window going topmost (i.e. or above taskbar).

Expose entity::children to JS

Pavel,

Can you please expose entity children member either as array member children (array member is preferable) or as following accessor functions:

getChildren() - return array of children
getChildrenCount() - children count

Export performance data to be accessible in v8

We need frame rate (I believe that is already available in the engine), but most importantly we need texture transfer bandwidth utilization (in Mb/sec).

Every time a texture rect is copied, the byte size of this rect should be added to a counter and every frame rendered this counter has to cumulate & reset. Then cumulative value per second should be available as a part of the profile object.

Accumulation can be done in the main rendering loop using timestamps. When duration of frame rendered passes, take total MB/duration_passed.

Ray Hit Testing

We need a function that will enumerate all entities that fall under the ray with their geometries.

Current hit state needs to be tracked, so that if it changes, events are generated. I suppose engine needs to hook into a window..

Engine should be derived from EventEmitter and receive events such as 'enter' and 'leave'. Each entity should also be derived from EventEmitter and receive 'enter' and 'leave'.

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