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0 votes
0 answers
228 views

Handling metallic roughness maps colour channels

I'm trying to use a metalness/roughness workflow and I'm not sure how to translate the colour channels into the different metalness and roughness attributes. I'm not sure if there's a standard on how ...
Sammi3's user avatar
  • 229
1 vote
1 answer
647 views

OpenGL Deferred Shading Pixelation

I'm working on a 3-pass deferred lighting system for a voxel game, however I am having problems with pixelated lighting and ambient occlusion. The first stage renders the color, position and normal ...
Vercidium's user avatar
2 votes
2 answers
607 views

Different lighting models in deferred rendering

I would like to support a few different lighting models in my deferred renderer, such as: Phong OrenNayar and Cook-Torrance, so a small limited set to support a bit more than just a single lighting ...
Aedoro's user avatar
  • 121
2 votes
2 answers
1k views

Deferred rendering: camera inside point light's sphere of effect

I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 (http://...
Lehooo's user avatar
  • 21
1 vote
0 answers
397 views

Smooth seams and banding of overlapping lights in deferred rendering

I have finally managed to get on screen multiple lights with a deferred renderer, but the result is somehow disappointing. In particular I have severe banding problem Other than having clear banding ...
Puskas's user avatar
  • 21
0 votes
1 answer
555 views

Backface culling without light leaking through

I want to be able to see through walls, so to do this I used planes for the walls, and enabled backface culling. However with shadow mapping I have a lot of light leaking through: I read that using a ...
Deniz Cetinalp's user avatar
0 votes
0 answers
66 views

How to upload lights when doing one pass per light

Suppose I have a reasonable amount of light sources that I upload at once in my forward rendering and accumulate them in shader. Now that I am willing to move to deferred, and so one pass per light, ...
gufranc's user avatar
  • 123