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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.