Un nouvel article a été publié sur le blog de Michael Quandt:
In this part I will cover how to implement the basic form of the Light Pre Pass renderer, with support for point lights, and the basic Blinn-Phong shader, including Albedo texture support.
As this article is fairly advanced in nature, I have to make certain assumptions about my audience, so that I do not spend half my time explaining basics.
Firstly, you should have an understanding of basic concepts such as Cameras, Fullscreen Quads (including how to render one) and rendering a mesh with custom effects.
This pretty much means that as long as you have done some 3D work before, you should be fine.
It would be best if you also knew XNA, as I will be using that to write this implementation, however as long as you can translate from C# and get the basic idea, that should be enough.
Vous pouvez consulter le billet en entier sur son site, et lire ses addendums disponibles aux urls suivantes: