deferred

Deferred Shading in Ogre

Well, over the past few weeks I’ve been working on-and-off on migrating Ogre’s Deferred Shading demo to my own application code (well, to be perfectly honest, the whole thing took about two days. The first day was the day I started two weeks ago, and the second day was yesterday. I just tend to get distracted easily, so I explored Unity, Unigene, Cryengine modding, Witcher 2 modding and Google’s NaCl in the other 12 days).

On deferred shading

For a detailed and excellent description of what deferred shading is, check out this paper. (Note that I’ve used the terms “deferred rendering” and “deferred shading” interchangeably in this article. That’s because I think of it as deferred rendering, but wikipedia and some articles call it deferred shading, so the parts written when I was thinking about what I’ve learnt have “deferred rendering”, while the parts where I was actually focusing on what I was writing have “deferred shading”)