How to Rotate a Vertex by a Quaternion in GLSL
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I started new GI renderer, using OpenGL 3.2. I create multiple point lights to simulate GI, and use deferred shading to render them. With nv_explicit_multisample, I have real antialiasing (not edge-blur-filter).http://dabroz.scythe.pl/2009/09/15/deferred-global-illuminationLink to demo: http://dabroz.scythe.pl/upload/2009/09/multisampled.rar (compatible with 190.57 nvidia drivers).I've also posted explicit_multisample tutorial:http://dabroz.scythe.pl/2009/09/16/explicit-multisample-real-antialiasing-in-deferred-shading