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Implement high level postprocessing management mechanism #79

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aggregate1166877 opened this issue Jan 3, 2022 · 0 comments · Fixed by #80
Open

Implement high level postprocessing management mechanism #79

aggregate1166877 opened this issue Jan 3, 2022 · 0 comments · Fixed by #80
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high-level concept pre-alpha grind Pre-alpha MVP task: tasks used as rough indication of what needs to be done to get out of pre-alpha

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[Parent issue: #74]
[Related: #73]

Details:
Cosmosis currently has postprocessing bolt onto the renderer init method. This creates difficulty when dealing with graphics (dynamically applying god rays is particularly difficult with the current setup).

Task:
Create a high level class to manage graphics effects. It should be a s simple as "add god rays to mesh A, add outline to mesh B."

@aggregate1166877 aggregate1166877 added pre-alpha grind Pre-alpha MVP task: tasks used as rough indication of what needs to be done to get out of pre-alpha high-level concept labels Jan 3, 2022
@aggregate1166877 aggregate1166877 self-assigned this Jan 3, 2022
aggregate1166877 pushed a commit that referenced this issue Jan 3, 2022
aggregate1166877 added a commit that referenced this issue Jan 3, 2022
#76 #79 Continues work on celestial graphics
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high-level concept pre-alpha grind Pre-alpha MVP task: tasks used as rough indication of what needs to be done to get out of pre-alpha
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