tomgillen blogspot.com

Tom Gillens Blog

If YoureHappyAndYouKnowIt ClapYourHands; . Friday, 23 July 2010. As I am only planning on implementing simple Phong shading in my lighting pass, I need to store position, diffuse colour, normals, specular intensity and specular power in my gbuffer. This means you only need to store depth, and so can stick it in an R32F target, and get a full 32 bit floating point precision. MJP has a great post. Comparing the quality of different ways of storing depth, for the purpose of reconstructing position.

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Tom Gillens Blog

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If YoureHappyAndYouKnowIt ClapYourHands; . Friday, 23 July 2010. As I am only planning on implementing simple Phong shading in my lighting pass, I need to store position, diffuse colour, normals, specular intensity and specular power in my gbuffer. This means you only need to store depth, and so can stick it in an R32F target, and get a full 32 bit floating point precision. MJP has a great post. Comparing the quality of different ways of storing depth, for the purpose of reconstructing position.

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This web page tomgillen.blogspot.com states the following, "If YoureHappyAndYouKnowIt ClapYourHands;." We saw that the webpage said " Friday, 23 July 2010." It also said " As I am only planning on implementing simple Phong shading in my lighting pass, I need to store position, diffuse colour, normals, specular intensity and specular power in my gbuffer. This means you only need to store depth, and so can stick it in an R32F target, and get a full 32 bit floating point precision. MJP has a great post. Comparing the quality of different ways of storing depth, for the purpose of reconstructing position."

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