All Questions
5 questions
0
votes
1
answer
437
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OpenGL deferred rendering, multiple FBO targets
so for a game I am developing I am giving a go at deferred shading. I have only implemented entity rendering and an initial deferred shader and rendering the scene using OpenGLs FBO multiple render ...
4
votes
1
answer
6k
views
FAST position reconstruction from depth
I'm struggling a lot with reconstructing the world space position (or alternatively the view space position) from depth (by reading the depth buffer) in a performant way (in a full-screen post-process)...
6
votes
1
answer
4k
views
Deferred Rendering With Diffuse,Specular, and Normal maps
I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I ...
1
vote
1
answer
531
views
Separate shader programs or branch in shader? [duplicate]
I have a bunch of point lights and directional lights. Instead of checking the light type in the fragment shader and then branch for either point light calculation or directional light calculation, is ...
4
votes
1
answer
2k
views
Blank texture in Frame Buffer Object in Deferred Rendering
I'm running the tutorial 35 from olgdev.atspace.co.uk, and it's so strange that the result is a blank screen.
This tutorial is performing the first step of Deferred Shading, which means decoupling of ...