2ef6909d9b
Deferred rendering is now the de-facto standard rendering technique in many modern game engines, hence I think it is important to have this technique demonstrated in an osg code example. This particular sample adds soft shadows as well as bump mapping into the rendering pipeline. The image files whitemetal_diffuse.jpg and whitemetal_normal.jpg from OpenSceneGraph-Data images folder are required (The OSG_FILE_PATH environment variable must be set correctly) Two additional osgt models are included with the demo (best to also put them into OpenSceneGraph-Data, I think. The shaders are currently defined in separate .frag and .vert files. |
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CMakeLists.txt | ||
osgdeferred.cpp | ||
osgdeferred.h |