I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a ...
I implemented deferred rendering in my little engine using framebuffers but there is no dynamic lighting for now. The g-buffer contains positions and normals in view space and albedo. To implement ...
I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to ...