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: ...
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 ...
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 ...
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 ...
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) ...
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 ...
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 ...