Hi all,

I am hereby submitting a deferred rendering code sample, originally written
by Michael Kapelko in 2013. I am submitting this code with his approval.

Deferred rendering is now the de-facto standard rendering technique in many
modern game engines, hence I think it is important to have this technique
demonstrated in an osg code example.

This particular sample adds soft shadows as well as bump mapping into the
rendering pipeline. The image files whitemetal_diffuse.jpg and
whitemetal_normal.jpg from OpenSceneGraph-Data images folder are required
(The OSG_FILE_PATH environment variable must be set correctly)

Two additional osgt models are included with the demo (best to also put
them into OpenSceneGraph-Data, I think.

The shaders are currently defined in separate .frag and .vert files. Should
we put these directly into the source code instead?

Christian Buchner
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