I'm building a deferred renderer and since I want to support a large amount of lights in the scene I've had a look at tiled deferred shading. The problem is that I have to target OpenGL 3.3 hardware ...
I am currently developing a deferred renderer for my game engine and I have to output multiple textures from my shader to my GBuffer. I have been struggling with getting multiple outputs from the ...
I have finally managed to get on screen multiple lights with a deferred renderer, but the result is somehow disappointing. In particular I have severe banding problem Other than having clear ...
I'm just learning the tile-based deferred shading, and found the great article by Andrew Lauritzen. And I also checked the source code, it's really helpful. But i still have some confusion about the ...