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Today we start to reach into our 3d space and start moving Let's go over the basics of deferred rendering (aka deferred lighting, deferred shading or g-buffers) in In this episode, I discuss how to use the FBO from the last episode in order to draw out the current screen as a texture on an Let's try out a "correct" bloom implementation this time. We'll cover how bloom is typically done by "Triple-A" game publishers and ... In this episode, I discuss how to render and select multiple
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