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3bbb233716
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Proof that deferred shading is way better at handling a lot of lights
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2019-06-17 22:32:53 +09:00 |
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59c3fbd4f6
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Finished Forward Shading option as a means of FPS comparison
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2019-06-17 12:29:17 +09:00 |
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937c23c1d7
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Deferred lighting is working, currently adding forward redering as a comparison, also working on the sceneswapping and light manipulation tools
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2019-06-16 23:52:49 +09:00 |
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284650a034
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Started workaround for textured .objs (not really finished), addded depth buffer and fixed emplacement of the glClear
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2019-06-14 17:32:07 +09:00 |
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Hugo Willaume
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c03e998ef3
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change of workstation
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2019-06-12 17:19:09 +09:00 |
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32071d672e
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Adding nanosuit for testing purposes, struggling on making that god damned Gbuffer work
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2019-06-03 17:45:39 +09:00 |
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Hugo Willaume
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ea937db226
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Progress done, changing workstation
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2019-06-03 13:09:09 +09:00 |
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Hugo Willaume
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152cb7ca88
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Changes to the depth map display - first part of shadow mapping done, second part commented out
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2019-05-01 09:21:39 +09:00 |
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Hugo Willaume
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f404b6ae9b
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FBO depth_texture working
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2019-04-15 14:15:16 +09:00 |
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Hugo Willaume
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640244c556
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FBO draw to screen ok, now for modyfing the texture
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2019-04-15 14:04:20 +09:00 |
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Hugo Willaume
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c5b2dd897b
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1st part of FBO use is ok, verified through printing FBO to bitmap file
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2019-04-15 13:52:39 +09:00 |
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