venerdì 26 giugno 2015

Day 14: Geometry Pass

Today i continued to study on a tutorial about deferred rendering, and i adapt it to my engine.

The first step is called Geometry Step, and it consists of rendering the color, normals, position and depth informations inside a Frame Buffer, instead of the screen.

I implemented it, and then, to see if everything was ok, i moved the content of those buffers on the screen, one per corner (image).

This last step will be removed once i finish everything, but was useful for debugging purposes.

I'm not exactly sure that everything is exactly like it should be, because i did a few things differently from the tutorial, but i guess i'll se that later.

Here's the link of the tutorial, it deserves to be shared because it's the most clear and complete i managed to find online:
http://ogldev.atspace.co.uk/www/tutorial35/tutorial35.html

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