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…)
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!
3D QT Engine
Deferred Rendering #1
All i can say is this: Deferred Rendering is awesome. I implemented in less than 2 day a deferred lighting pass: [gallery columns="2" link="file" ids="579,580,581,582"] (more…)