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Tile Based Deferred Rendering upon WebGL2 API #3

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4 of 6 tasks
Danielmelody opened this issue Jan 29, 2017 · 2 comments
Open
4 of 6 tasks

Tile Based Deferred Rendering upon WebGL2 API #3

Danielmelody opened this issue Jan 29, 2017 · 2 comments

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@Danielmelody
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Danielmelody commented Jan 29, 2017

Deferred rendering, is a multi-lighting algorithm which is mostly used in modern rendering system.Techniques needed for deferred rendering are based on OpenGL ES 3.0+ and upon.

The WebGL API 1.0 provide WEBGL_draw_buffers as an extension and promoted to core in WebGL API 2.0 to support deferred rendering. So to add this feature, there are several works to do:

  • Implement g-buffer
  • Add tiled geometry
  • Implement tiled light pass
  • Multi-materials support
  • Transparency material support
  • Add examples for performance and unit test cases

I believe those will be amazing

@Danielmelody Danielmelody changed the title Deferred Rendering upon WebGL2 API Tile Based Deferred Rendering upon WebGL2 API Feb 27, 2017
@Danielmelody
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Danielmelody commented Mar 5, 2017

Well, I just came across a strange problem, I cannot get perfect rendering result when rendering more than 20 lights, The tiles keep twinkle when update frame, just like this
image
I feel it is the precision problem here, now I 'm searching others implementation to solve it, I really need some help.

@Danielmelody
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Fixing is on progress

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