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I’m trying to implement Deferred Shading. I get the current result above when I render my terrain Fixed Function to a FBO. Then I draw a full screen quad Fixed Function of the FBO texture to the screen. At first I thought it was the fact that I used GL_LINEAR, but since I ahve changed it to GL_NEAREST and I still get the same result.
ANy help is appreciated…
I have a post on gamedev stating more about the problem.
Thanks in advance
<a href=“http://www.gamedev.net/community/forums/topic.asp?topic_id=508139”> GameDev Post </a>