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Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.

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Here is a weird resolution example (665x689): ![image](https://user-images.githubusercontent.com/29823718/170113495-b2447216-672e-4601-a7e8-76e04ce8c080.png) Even when the screen is small, it works fine with 16:9. As soon as 16:9 is no longer the aspect ratio, the...

![image](https://user-images.githubusercontent.com/29823718/167806919-5108bdd7-c130-406d-8c26-f2a4af7ff779.png) The skyboxes are unaffected when this happens, so it must be one of the other shaders (like the BRDF lut or something). The exact cause is unknown though, because...

![image](https://user-images.githubusercontent.com/29823718/167801851-35f56d3c-2231-460a-9c60-187ad6f77a96.png) ![image](https://user-images.githubusercontent.com/29823718/167801905-edd6d4b0-051d-4d31-830c-66dac610dbba.png) The defects always appear the same in the same spots

it's not a bug, I just donlt know how to show it ``` build ‹master*› » ./hybridRenderer Vendor: NVIDIA Corporation Renderer: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 Version: 4.6.0 NVIDIA 470.103.01...

Severity Code Description Project File Line Suppression State Error C2593 'operator =' is ambiguous hybridRenderer C:\Users\DEMO\source\repos\HybridRenderingEngine-0.1\src\scene.cpp 397

https://www.yosoygames.com.ar/2016/11/clustered-forward-vs-deferred-shading/ ---> https://www.yosoygames.com.ar/wp/2016/11/clustered-forward-vs-deferred-shading/

Hi, I am interested in this project, but cmake failed ![123](https://user-images.githubusercontent.com/29811044/90126654-93a33100-dd96-11ea-8e48-88c46f7d3633.png)