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== What is it ? == | == What is it ? == | ||
{{FGCquote | |||
|Deferred {{=}} rendering a geometry pass into the geometry (g-)buffer which holds positions, normals, materials, then doing all operations (texel, light, ...) in fragment passes on that buffer (or any others).<br/> | |||
<br/> | |||
Forward {{=}} (usually) rendering part of the shading (typically ambient and diffuse light) per vertex, extrapolate all quantities which are declared as varying across triangles and hand them via rasterizer to the fragment shader which does the rest | |||
|{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=221222#p221222 | |||
|title=<nowiki>Re: Orbital Makes the Sky Black</nowiki> | |||
|author=<nowiki>Thorsten</nowiki> | |||
|date=<nowiki>Sun Oct 19</nowiki> | |||
}} | |||
}} | |||
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 |