10ย years, 9ย months ago
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Community contributions featuredYes, I also thought about dithering, I just wanted to make sure I didn't miss something obvious (like the colour picker trick... Simple, awesome, effective and totally made me dโฆ
10ย years, 9ย months ago
Hi, I am experiencing annoying banding artefacts on monochromic surfaces. I narrowed down the cause to the attenuation over distance to the light source. At least I think it's tโฆ
10ย years, 9ย months ago
11ย years, 9ย months ago
Hi, like the topic states I am currently tweaking the rendering order of my scene graph. After VFC and occlusion culling happened i'd sorted the rendering lists by the objects sโฆ
11ย years, 9ย months ago
Hi, I have implemented a tilebased and clustered deferred shading pipeline and am currently profiling and optimizing. I am constructing a LBVH for all the lightsources every fraโฆ
12ย years, 2ย months ago
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See all in DiscussionsYes, I also thought about dithering, I just wanted to make sure I didn't miss something obvious (like the colour โฆ
10ย years, 9ย months ago
Hi, I am experiencing annoying banding artefacts on monochromic surfaces. I narrowed down the cause to the attenuation over distance โฆ
10ย years, 9ย months ago
Try adding glStencilMask(0xff) before your glClear call. If nothing else happend this should be initialized to 0xFF... glGetIntegerv (GL_STENCIL_CLEAR_VALUE..)? โฆ
11ย years, 9ย months ago