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mynameismjp.wordpress.com
| | www.reedbeta.com
3.4 parsecs away

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| | Pixels and polygons and shaders, oh my!
| | therealmjp.github.io
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| | In these exciting modern times, people get a lot of mileage out of their depth buffers. Long gone are the days where we only use depth buffers for visibility and stenciling, as we now make use of the depth buffer to reconstruct world-space or view-space position of our geometry at any given pixel.This can be a powerful performance optimization, since the alternative is to output position into a "fat" floating-point buffer.
| | therealmjp.github.io
3.1 parsecs away

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| | Got a new sample ready, this oneshows how you can defer shadow map calculations to a separate screen-space pass using a depth buffer.Check it out on Ziggyware! Comments: sam - Feb 4, 2009 This sample does not works for me. I see the blank screen. My Video card is GF 9800 GT. #### [Alejandro Martinez](http://www.gaspgames.com/www.battletennis.com "amartinez1660@gmail.com") - Feb 2, 2010 1./2. Points taken! 3. That's quite a boost for the shadow map render and sampling (HW PCF or Ati's Fetch4).
| | learnopengl.com
22.9 parsecs away

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| Learn OpenGL . com provides good and clear modern 3.3+ OpenGL tutorials with clear examples. A great resource to learn modern OpenGL aimed at beginners.