Tagged Questions
7
votes
3answers
795 views
Deferred shading - how to combine multiple lights?
I'm starting out with GLSL and I've implemented simple deferred shading that outputs G-buffer with positions, normals and albedo.
I've also written a simple point light shader.
Now I draw a sphere ...
6
votes
1answer
937 views
Not getting desired results with SSAO implementation
After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below.
...
3
votes
1answer
192 views
how to organize rendering
I use a deferred rendering. During g-buffer stage my rendering loop for a sponza model (obj format) looks like this:
int i = 0;
int sum = 0;
map<string, mtlItem *>::const_iterator itrEnd = ...
3
votes
1answer
723 views
Deferred Rendering and Normal Mapping
I'm working on a deferred renderer and need a bit of help getting normal maps working.
What I've been doing with them so far is just multiplying the normal texture with the object normals ...
2
votes
1answer
84 views
gbuffer - how to store an integer data
In a gbuffer I store a diffuse color in following texture:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
I want to store an integer data which ...
2
votes
1answer
139 views
How to transform a shadow map to camera view?
I'm making a rendering engine as a hobby to learn more about 3D. I have a deferred renderer with the G-buffer (color, normal and depth). I also have a lighting controller that uses only spotlights at ...
2
votes
0answers
312 views
OpenGL problem with FBO integer texture and color attachment
In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, ...
1
vote
2answers
202 views
Deferred rendering order?
There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm ...
0
votes
1answer
105 views
deferred rendering and a few shading functions
How to use a few shading functions together with deferred rendering (for example some objects are shaded based on a lighting equation,
other get a fixed color) ? I draw a full screen quad when ...
0
votes
1answer
130 views
Using two FBOs results in the second FBO having nothing drawn to [closed]
I'm writing a deferred renderer, and I use two FBOs: the first one for G-buffer (color, normal, depth) and the second one for lighting (light output), so the first one has three textures bound and the ...