Project Rembrandt: Difference between revisions

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It also don't fit with depth partitioning because the depth buffer should be kept to retain the view space position, so for the moment, z-fighting is quite visible. Depth partitioning with non overlapping depth range might be the solution and should be experimented at one point.
It also don't fit with depth partitioning because the depth buffer should be kept to retain the view space position, so for the moment, z-fighting is quite visible. Depth partitioning with non overlapping depth range might be the solution and should be experimented at one point.
== Implementation ==
== Guidelines for shader writers ==
== References ==
*[http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf Deferred Rendering in Killzone 2]
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