New Features: Screen Space Ambient Occlusion, 16 bit Floats for Deferred Shading
Malte Clasen has ported parts of the NVIDIA Direct3D 10 sample code to support Screen Space Ambient Occlusion (cf. Malte’s Blog).
Biosphere3D now also supports optional 16 bit Floats for Deferred Shading (turn on in Preferences) on recent GPUs (tested on Radeon HD4850), which e.g. results in better water shading (also due to implementation of Schlick’s approximation of the Fresnel equations).
