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Physically-Based Rendering (PBR) is really a modern tag people use to refer to the trend of making the rendering system "correct" with regard to the real-world physics of light interacting with surfaces, rather than an exact definition of a full rendering system. In other words, I would say PBR is more a definition of the aspiration of the system than what ...


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First thing I would do is to figure out if any previous call to glCheckFramebufferStatus has failed. You are not calling glGetError at any point, which means you are probably missing a previous error that could help you figure out the problem. Make sure to add an error check after every previous GL call and log any error encountered. That will narrow down ...


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The basic difference is simple: The standard Rendering pipeline configures the GPU so it processes data as vertices, then rasterizes them into points/lines/triangles, and then processes the result as pixels which are written into a buffer using optional blending. A DirectCompute shader just takes data from a buffer and then process them in parallel to ...


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The idea of physically based rendering is to reach a closer approximation of how light behaves in the real world and use this model to generate a 2D impression of a 3D scene. This is basically what we are doing since the invention of 3D graphics, just with more simplified models of optics. So yes, PBR is mostly a buzzword. A perfect approximation of ...


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Its a guess but ... Maybe they just have a skybox behaviour where they track clicks to particular locations on each "quad" of the box. This basically means each "scene" is no more than 1 cubes worth of verts and indexes. Puts a lot of load on your artist though. You could test this by rendering a normal cube inside out and putting the camera inside it, ...


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There isn't one way that "it's done," really; it sounds like you may be coupling you renderer and your entity system too tightly together (generally they don't really need to know about eachother). However, it seems like a straightforward solution to your problem is to introduce hierarchy to the appropriate components. Presumably the gun entity has either ...


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Simply draw your sprite before the call to GraphicsDevice.SetRenderTarget(null);


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Documentation linked by akaltar has something to say about kerning support in SDL_ttf: https://www.libsdl.org/projects/SDL_ttf/docs/SDL_ttf.html#IDX24 Most important for you is last sentence: There's currently no method to retrieve the kerning for a pair of characters from SDL_ttf, However correct kerning will be applied when a string of text is ...



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