This week, work went into completing the initial implementation of a Deferred Renderer for Vortex. Every feature we had been incorporating into the Engine so far was building up to…Continue readingDeferred Rendering – Part I
This week I started working on the G-Buffer implementation for the deferred renderer. The G-Buffer pass consists in the first half of any deferred shading algorithm. The idea is that,…Continue readingG-Buffer
This week, work went into testing Multi-Render Target support. Usually abbreviated MRT, Multi-Render Targets allow our shaders’ output to be written to more than one texture in a single render…Continue readingMulti-Render Targets