Odd/Incorrect Lighting on Meshes
Re: Odd/Incorrect Lighting on Meshes
The existence of a forward path is, of course, one of the advantages of clustered shading.
- AnyOldName3
- Posts: 2668
- Joined: 26 Nov 2015, 03:25
Re: Odd/Incorrect Lighting on Meshes
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
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.
- Mistahtokyo
- Posts: 139
- Joined: 07 Sep 2013, 18:31
Re: Odd/Incorrect Lighting on Meshes
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
Fundamental shading system changes would only fix the normal lighting problems, not this one. This one is some kind of obscure bug.
- AnyOldName3
- Posts: 2668
- Joined: 26 Nov 2015, 03:25
Re: Odd/Incorrect Lighting on Meshes
We should at least get this on the tracker, then.
Re: Odd/Incorrect Lighting on Meshes
Done.
And 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.