Isn't that because transparent textures get rendered with the normal forward(non-deferred) rendering method? I'm pretty sure they both have different algorithms for it's lighting and shading
@davidgross Yep. When deferred is turned on, the forward renderer should change to approximate the new algorithm instead of doing it's usual thing. For example, the forward renderer never actually respected the "radius" attribute of local lights, the absolute cutoff distance in deferred.
Isn't that because transparent textures get rendered with the normal forward(non-deferred) rendering method? I'm pretty sure they both have different algorithms for it's lighting and shading
davidgross 11 months ago
@davidgross Yep. When deferred is turned on, the forward renderer should change to approximate the new algorithm instead of doing it's usual thing. For example, the forward renderer never actually respected the "radius" attribute of local lights, the absolute cutoff distance in deferred.
AdeonWriter 11 months ago