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Timeline for OpenGL Deferred Shading Pixelation

Current License: CC BY-SA 4.0

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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