Over the past few weeks I have been working on a deferred renderer for my new engine. It has support for many different light types, soft shadows, several different materials, and a nice chained post-process system ( things like bloom, crepuscular rays, depth of field and soon SSAO/ambient occlusion). I also completely re-wrote the old model importing pipeline, making it much easier to import models, and their textures.
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dannysblawg reblogged this from christopher-webb
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christopher-webb posted this
