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authorClément Foucault <foucault.clem@gmail.com>2018-03-14 00:58:18 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-14 14:41:00 +0300
commitb4209b138f6bda863009568bf8dc19eb5cf8361c (patch)
treea41e71adbeaa66c744f393bf3908c6b2ebab9017 /source/blender/gpu/intern/gpu_viewport.c
parente22bc559b0a3c918e508f3ac04fb3417fa308947 (diff)
Clay: Refactor: Port clay to a deferred pipeline.
This means that rendering clay with AO only needs 1 geometry pass. Thus greatly improving performance of poly heavy scene. This also fix a self shadow issue in the AO, making low sample count way better. We also do not need to blit the depth anymore since we are doing a fullscreen shading pass. The constant cost of running the a deferred shading pass is negligeable. This include quite a bit of code cleanup inside clay_engine.c. The deferred pipeline is only enabled if at least one material needs it. Multisampling is not supported yet. Small hacks when doing deferred: - We invert the normal before encoding it for precision. - We put the facing direction into the sign of the mat_id. - We dither the normal to fight the low bitdepth artifacts of the normal buffer (which is 8bits per channel to reduce bandwidth usage).
Diffstat (limited to 'source/blender/gpu/intern/gpu_viewport.c')
0 files changed, 0 insertions, 0 deletions