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3
votes
1answer
36 views

Tiled deferred shading without compute shader

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 ...
1
vote
0answers
161 views

OpenGL (lwjgl) Frame Buffer Object GL_COLOR_ATTACHMENT Not Being Written To

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 ...
1
vote
0answers
141 views

Smooth seams and banding of overlapping lights in deferred rendering

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 ...
1
vote
0answers
568 views

Tile frustum build issue in tile-based deferred shading

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 ...