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Re: Odd/Incorrect Lighting on Meshes

Posted: 02 Mar 2019, 22:29
by CMAugust
The existence of a forward path is, of course, one of the advantages of clustered shading. :)

Re: Odd/Incorrect Lighting on Meshes

Posted: 03 Mar 2019, 02:37
by AnyOldName3
Right, it looks like we were both using different terms for the same thing. I've also seen clustered shading used to describe a type of deferred system, too, and it didn't mention anything about forward rendering.

Re: Odd/Incorrect Lighting on Meshes

Posted: 03 Mar 2019, 03:01
by CMAugust
Sort of - according to Ola Olsson, the author of clustered shading, forward-plus is AMD's (confusing) term for Tiled Forward Shading. He suspects they would re-brand Clustered Forward Shading as Forward-Plus-Plus. :)

Re: Odd/Incorrect Lighting on Meshes

Posted: 03 Mar 2019, 14:52
by Mistahtokyo
I don't suppose there is any sort of temporary workaround for this? Sadly it's one of those things that once you see it, you cannot unsee it.

Re: Odd/Incorrect Lighting on Meshes

Posted: 03 Mar 2019, 15:19
by wareya
Fundamental shading system changes would only fix the normal lighting problems, not this one. This one is some kind of obscure bug.

Re: Odd/Incorrect Lighting on Meshes

Posted: 03 Mar 2019, 15:52
by AnyOldName3
We should at least get this on the tracker, then.

Re: Odd/Incorrect Lighting on Meshes

Posted: 04 Mar 2019, 12:36
by CMAugust
AnyOldName3 wrote: 03 Mar 2019, 15:52 We should at least get this on the tracker, then.
Done.
CMAugust wrote: 02 Mar 2019, 15:22 This seems like a good enough excuse to bring up clustered shading again. Actually, I've been meaning to make a topic about it in Feature Suggestions for the longest time. I'll do that tomorrow.
And done. :)