Rendu
A lightweight rendering engine for experimentations
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Bug List
Member BasicShadowMap2DArray::BasicShadowMap2DArray (const std::vector< std::shared_ptr< Light > > &lights, const glm::vec2 &resolution, ShadowMode mode)
The depth buffer will contain extra garbage data and can't be used as an input to the light pass currently.
Member GPUShaders::Common::Common_parallax::updateFragmentPosition (float shiftDistance, vec3 viewPos, mat4 proj)
Depth output is sometimes incorrect, leading to floating effects on the surface of the object.
Member GPUShaders::Common::Materials::decodeMaterialFromGbuffer (vec2 uv, texture2D gbuffer0, texture2D gbuffer1, texture2D gbuffer2)
There is a precision issue when decoding from the Gbuffer instead of an inline value.