Rendu
A lightweight rendering engine for experimentations
Main Page
Modules
Namespaces
Classes
Files
Related Pages
Loading...
Searching...
No Matches
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.
Generated by
Doxygen
1.9.5 - Theme by
Simon Rodriguez