Ordinary forward rendering is good enough for most GameMaker projects but if you want to render large open worlds or scenes with a large number of lights you might find that it doesnt scale very well.
Ive had deferred rendering on the mind a lot lately which is a technique you can use to cut the cost of lighting calculations in small scenes down by quite a bit so lets talk about how to do that!
Deferred rendering isnt a perfect solution and makes it much harder to do things such as transparent effects and varied materials but it performs quite well in other situations which might make it worth considering!
Today were only going to do a little bit of setup involving rendering basic information about the scene to the geometry buffer the G-buffer.
In the next video well combine the G-buffer information into a fully lit scene!
Relevant links:
How the Wind Waker defined cel shading:
Why did Links cel shading disappear?
3D in GameMaker playlist contains all of the prerequisites:
Shader playlist:
Heres the code:
GameMaker
GameMaker3D
GameMakerDeferredRendering
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Ive now made that Patreon:
That promised social media link spam.
Transition idle music is by my old friend Kamex:
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Источник: rutube.ru