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mynameismjp.wordpress.com | ||
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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therealmjp.github.io
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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). | |
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mtnphil.wordpress.com
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| | | | | I knew I needed something to spruce up my monotonous terrain, so I recently implemented a decal system. This lets me paste moss, leaves, footprints, bullet holes and anything else "flat" anywhere on my terrain (or any object in the world). A deferred rendering engine offers an opportunity for easy-to-implement decals. Instead of... | |
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webglfundamentals.org
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| | | What's a shader and what's GLSL | ||