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error with all GAPI backends
![image](https://github.com/user-attachments/assets/b6ec6244-d9e6-4f46-8b51-2350bd43786b)
could be something to do with `CreateGeometryBuffer`?
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# Deferred Shading | Tarun Ramaswamy
Basic Explanation of Deferred Shading focusing on theory and implementation.
[https://rtarun9.github.io/blogs/deferred_shading/](https://rtarun9.github.io/blogs/…
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[LearnOpenGL](https://learnopengl.com/Advanced-Lighting/Deferred-Shading) breaks it down very well.
> Deferred shading or deferred rendering aims to overcome these issues by drastically changing the …
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![image](https://github.com/user-attachments/assets/2e2b2150-d215-47cf-8b44-4859bbc7c060)
Turning on mobile render(seems to be mobile deferred shading) in shaders_dx11 results in error. Setting to 1 …
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MSAA seems like a poor choice to rely on regarding the deferred shading setup i have going now.
also it has other benefits, right now i need it to test quality differences with menu rendering.
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Hello.
I think it would be useful to leave this enhancement request documented here.
Seeing that deferred/forward shading is a very common feature used in game engines today, OGPlus should greatly b…
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Hello, anyone agree? Why not have r_msaa turn off r_light_dynamic automatically, and vice versa?
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# Solution
Each light = one screen quad draw call, with additive blending enabled.
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1. open gl support full deferred shading like in directX /shader 2 and /shader 3 effect.
2. advanced block rendering, see below.
下面是一款PS上的掌机游戏的截图:
![image](https://user-images.githubuserconten…
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**Original report ([archived issue](https://osrf-migration.github.io/gazebo-gh-pages/#!/osrf/gazebo/issues/2391)) by Shane Loretz (Bitbucket: [Shane Loretz](https://bitbucket.org/%7B656e3311-aad9-45a1…