Added: 2 years ago
From: otacogloost
Views: 4,581
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (9)

Sign In or Sign Up now to post a comment!
  • Why are you storing clip-space positions? (the leftmost thumbnail)

  • Looks well done. I still gotta get the normal shader figured out correctly. Where did you get the models for testing?

  • What shader model did u use ? Do u pass light position data from program before each render or u calculate them inside shader .

  • This should be working with Shadermodel 3.0. Additionally I use a FBO as MRT. For every light, I render a sphere to produce fragments. Light positions in camera space are passed to the shader for each light. Scene with shader and light proxies is arranged with a scenegraph.

    if you checkout gloost via cvs you will find my email within the README.TXT. If you write me I can send you the source with shaders and stuff...

  • @otacogloost sry i dont do opengl

  • sry i dont do opengl , but thanx anyway

  • What is the name of the song, that you used in this video?

  • Comment removed

  • really good :). i like deferred lighting a lot and this implementation came out nicely!

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more