Timeline for Using multiple shaders
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 29, 2012 at 23:26 | answer | added | ibrabeicker | timeline score: 8 | |
| Jan 11, 2012 at 23:17 | answer | added | OriginalDaemon | timeline score: 11 | |
| Jan 11, 2012 at 21:59 | vote | accept | ibrabeicker | ||
| Jan 11, 2012 at 21:58 | vote | accept | ibrabeicker | ||
| Jan 11, 2012 at 21:58 | |||||
| Jan 11, 2012 at 21:58 | vote | accept | ibrabeicker | ||
| Jan 11, 2012 at 21:58 | |||||
| Jan 11, 2012 at 21:51 | vote | accept | ibrabeicker | ||
| Jan 11, 2012 at 21:58 | |||||
| Jan 11, 2012 at 2:36 | comment | added | Engineer | Re Nathan and David's good answers, this is why you see the term render pass or shader pass; there are multiple passes required to compose the final image/frame. One of the reasons why GPU processing has become so damned parallel and thus so fast is the need for multiple passes per frame. Go back to the Quake II or Half Life software renderers to remind yourself just how much love shader passes add to the whole 3D graphics experience. | |
| Jan 11, 2012 at 2:26 | history | tweeted | twitter.com/#!/StackGameDev/status/156925011305832448 | ||
| Jan 11, 2012 at 1:00 | answer | added | David C. Bishop | timeline score: 71 | |
| Jan 11, 2012 at 0:59 | answer | added | Nathan Reed | timeline score: 18 | |
| Jan 11, 2012 at 0:40 | history | asked | ibrabeicker | CC BY-SA 3.0 |