Timeline for OpenGL Deferred Shading Pixelation
Current License: CC BY-SA 4.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 20, 2018 at 11:39 | vote | accept | Vercidium | ||
| Sep 20, 2018 at 10:13 | comment | added | DMGregory♦ | Do you have mipmapping enabled on your normal gBuffer? Since your occlusion samples deliberately jump around randomly, this can make it look to the texture function like you're trying to draw a texture from a long way away, meaning it should drop to a smaller mip level to reduce texture aliasing. | |
| Sep 20, 2018 at 9:57 | answer | added | some rand | timeline score: 2 | |
| Sep 20, 2018 at 7:50 | review | First posts | |||
| Sep 21, 2018 at 0:10 | |||||
| Sep 20, 2018 at 7:49 | history | asked | Vercidium | CC BY-SA 4.0 |