UA-145931898-1

Q:

Light Fidelity : Save generated shader outputs from one pass to be used in next

I am currently optimizing light fidelity for FBOs and render to window implementation. As far as I get my info from LFI documentation, for every binded texture or render target, a new'singleton object' is created and it is per-thread. So I have one set of uniforms for shaders targetting one texture and another set for targetting other texture 50e0806aeb gingard
http://reddenegocios.garantiza....mifuturo.com/upload/
https://bitcointrading.se/opsy....dywh/2022/06/Dot_Net
https://vietnamnuoctoi.com/upl....oad/files/2022/06/8q
https://www.apunkagames.best/2....022/06/deduplicate-t
https://gosavetime.com/wp-cont....ent/uploads/2022/06/


https://brillenschafhof.jimdof....ree.com/g%C3%A4stebu http://blog.gyochan.jp/article/118831308.html http://studioshiatsureiki.it/i....ndex.php?option=com_