There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm ...
I'm starting out with GLSL and I've implemented simple deferred shading that outputs G-buffer with positions, normals and albedo. I've also written a simple point light shader. Now I draw a sphere ...
Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once. Now if you want to have a ...
In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. ...
How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?
I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...
I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks ...