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延时渲染,首先准备N个与屏幕同大小的纹理作为渲染缓冲区,接下来向这个纹理渲染东西,一般用FBO,渲染的时候,把每个象素最终的法线值、位置、纹理信息分别渲染到这N个纹理中。这是第一次渲染。然后第二次渲染的时候,把之前得到的纹理中的值作为光照计算的输入值来计算光照。-Delay rendering, the first screen for N-and render the same size as a buffer texture, the next thing to render the texture, the general use of FBO, render time, the normal end of each pixel value, position, texture information N, respectively, rendering a texture to this. This is the first rendering. Then, when the second rendering, the texture before the value obtained by calculating the input value as a light to calculate the light.
Date : 2025-12-23 Size : 387kb User : wz
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