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 ...