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Hey all,
Glad those two samples got merged! Really nice work Steve.
If you don't mind me being a bit more picky, I was wondering if we could do better for the ambient occlusion pass! I had a quick l…
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Bump maps
Texture splatting for terrain
Decals for tracks behind vehicles or pools of blood or other visuals
Per-entity shaders
Much better lighting with support for more than 4 lights and also sc…
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The branch "lights" has a very stange bug on lights.
Just the fact of removing the uniform "ambient_color" in the "deferred_shading_point_light.fp" shader triggers the bug.
Adding a uniform "abient_co…
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```
Implement an SSAO technique to improve the graphics.
Some techniques will require to render a linear depth map.
- gamerendering.com -> SSAO :
http://www.gamerendering.com/category/lighting/ssao…
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```
Implementation milestones:
1. Make sure the texture unit information is properly exported and stored
somewhere in the material.
2. Implement a universal deferred renderer for tex-unit application…
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All 2D game ui and layout and hero selection works fine.
However, no 3D models are rendered, in hero preview/selection/loadout, etc.
In a match, the whole screen goes purple and white. The only workin…
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I always find myself reading up on interesting topics and then finding it way challenging for a noob. This time, its shadow mapping and so I'll try summoning expert ninja @alteredq for help on this. W…
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```
Implement an SSAO technique to improve the graphics.
Some techniques will require to render a linear depth map.
- gamerendering.com -> SSAO :
http://www.gamerendering.com/category/lighting/ssao…
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Please look here:
https://github.com/BanTheRewind/Cinder/blob/glNext_DeferredInstanced/samples/_opengl/DeferredShadingAdvanced/src/DeferredShadingAdvancedApp.cpp#L199-L216
I'm trying to use a mat4 a…
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I see graphics are already being improved, we have better shadows now.
There are many mods created for DOOM 3 that may help in this task because they already have shaders and other stuff:
http://www…