i have an implementation question about deferred shading…
i saw some examples, and they first create a FBO and then render diffuse/specular/normal etc to them… but then at the time of light rendering, they just use the FBO textures as sampler and render the final pixels to the system framebuffer…
but, if i want to do something like HDR , conditional/pre stencil to the lights, or use postprocessing that needs say, the zbuffer… i need to keep all into the FBO (as in, final compositing in another color attachment i guess?) so… do i just run using all the colorbuffers attached and do everything like nothing? I’m not very sure on whats the correct/most performant way to do it…
Thanks!