Deferred Global Illumination using OpenGL 3.2

Started by Stefan, September 17, 2009, 12:39:36 AM

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QuoteI 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).
Link to demo: (compatible with 190.57 nvidia drivers).

I've also posted explicit_multisample tutorial: