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The idea driving the project is to implement [http://en.wikipedia.org/wiki/Deferred_shading deferred rendering] inside FlightGear. | The idea driving the project is to implement [http://en.wikipedia.org/wiki/Deferred_shading deferred rendering] inside FlightGear. | ||
From the beginning FlightGear had a forward renderer that tries to render all properties of an object in one pass (shading, lighting, fog, ...), making it difficult to render more sophisticated shading | From the beginning FlightGear had a forward renderer that tries to render all properties of an object in one pass (shading, lighting, fog, ...), making it difficult to render more sophisticated shading | ||
(see the [[FlightGear Newsletter December 2011#Shaders|'Uber-shader']]) because one | (see the [[FlightGear Newsletter December 2011#Shaders|'Uber-shader']]) because one has to take into account all aspects of the [http://www.wired.com/magazine/2010/07/st_equation_3danimation/ rendering equation]. | ||
[[Image:project_rembrandt_1.png|thumb|300px|Main view with the content of buffers displayed at corners]] | [[Image:project_rembrandt_1.png|thumb|300px|Main view with the content of buffers displayed at corners]] |