The name for a class of rendering technique where geometry and material properties are explicitly separated from the lighting computations. This is done by rendering the material properties of various objects into several buffers, and then using passes over those "g-buffers" to do lighting ...
I've heard about deferred rendering and how using it can allow for "lots" of lights in a scene without a huge performance hit, but what is it and (from a high level) how is it implemented?
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. ...
Is posible to use this technique with deferred lighting?
I've been using this script and shader from the wiki, and they work wonders; my only problem is using them in deferred rendering. Now, the way this shader works is by writing to the depth buffer to ...
I am writing a game engine and I want people who use it allow to define the rendering pipeline. Just they can define the scene geometry, characters, items, light sources, and so on. So the term ...