GLSL

Post processing aa (fxaa)

Why post processing antialiasing ? Because of two reasons. A good and fast post processing filter like fxaa or cmaa can achieve almost the same visual output like the usual multisampling counter part (msaa) and costs way less on the GPU because you dont need multiple samples per fragment/pixel! Another restriction is the rendering pipeline you might choose. A deferred renderer uses multiple framebuffers to achieve multiple different effects and using multiple samples on each of those framebuffers might have a really big impact on performance. Additionally it is practically impossible to use mxaa in a deferred renderer, because multisampling the position framebuffer results in wrong values around objects! Let's have a look on the code: (more…)

By AJ, ago
3D QT Engine

Skyboxes !!!

Not much to say, skyboxes add a lot to a 3D scene! Here are two early screens. Not everything works like it should atm, but it’s close!

By AJ, ago
3D QT Engine

Wireframe and Vertex modes back

Added the wireframe and vertex modes back to the render pipeline. Also went back to 13 pixel lookups in the NFAA shader but with additional improvements i had with 8 lookups. The reason i went back was because 8 pixel lookups ignored some conditions… Here’s a screen of the render/debug Read more…

By AJ, ago