3
votes
1answer
98 views

MSAA deferred implementation issue

I recently implemented MSAA in my deferred renderer, it looks good but I just got a feeling I might have done it wrong. Here is what for example the directional light fragment shader looks like: ...
0
votes
1answer
138 views

Material properties and deferred renderering

I'm using assimp to import 3d models, and each model defines a set of material properties as well, such as material diffuseColor, ambientColor, specularColor and emissiveColor. Where would I store ...
12
votes
2answers
1k views

What are the common rendering optimization techniques for the geometry pass in a deferred shading renderer? [closed]

I have been developing a game engine using OpenGL 3 and C++ (and glfw for window management). I have advanced so far, got most of the things done except sound entities and optimizations. The engine ...
1
vote
2answers
393 views

OpenGL position from depth is wrong

My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil ...
4
votes
3answers
292 views

How to skip the sky in lighting shaders?

I recently implemented a sky in my deferred rendered game. It is a procedurally calculated sphere with a texture applied to it. Unfortunately all lighting shaders (light sources, ambient occlusion) ...
1
vote
0answers
260 views

DX9 Deferred Rendering, GBuffer displays as clear color only

I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a ...
1
vote
2answers
606 views

Trying to implement Render to Texture

I'm having trouble implementing render to texture with OpenGL 3. My issue is that after rendering to the frame buffer, it appears the rendered object becomes deformed, which may imply a bad ...