DEFERRED RENDERING IN OPENGL
In this blog post I will go over my implementation for my CENG469 COMPUTER GRAPHICS II term project. G-buffer visualization Initial Goal Starting my project, I had set the following goals: Implement deferred rendering in OpenGL using a complex scene Compare deferred rendering results with forward rendering (FPS comparison) Different to previous assignments, I implemented this program using Modern OpenGL, since it is more compatible with MacOS. Deferred Rendering Implementation Process 1. Creating the G-buffer The first step in my project was to set up the G-buffer successfully so that I could safely proceed with the deferred rendering pipeline implementation. I planned to have the following textures to record geometry information of the scene: gPosition: Stores the fragment positions gNormal: Stores normal information of each fragment gAlbedoSpec: Stores the diffuse and specular color information of fragments gTexDepth: Stores the depth value of fragments (copied from depth buffer...