What are the possible techniques to optimize the lighting pass in a deferred shading renderer? [closed]
I am toying around with "modern" OpenGL (this is my first attempt, I am new to this) and I have been developping my own deferred shading renderer as an exercise. I am using an FBO with the following ...
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 ...
This is probably API independent (more dependent on hardware implementation), but just in case, I'm using OpenGL. The question is restricted to PC hardware. I have a couple of questions concerning ...
I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. ...