I'm trying to implement deferred lighting and I have done the first and second pass but I'm stuck on the third as I don't know how to map from the current pixel being drawn to the generated texture ...
I am writing to three rendertargets and whant to know how to tell a GPU not to write to the first RT. When you write a shader you can simply output less data than you have RTs (like output a single ...
I'm working with a deferred shading technique. I have diffuse, normal and depth buffers, which I combine for the final scene composition. Where and when exactly do I apply an anti-aliasing pass (such ...
I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, ...