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Render the world into an off-screen MSAA RGBA16F framebuffer, resolve to a regular texture, then blit to screen via a fullscreen quad shader. This sets up the infrastructure for future HDR tonemapping and SSAO (depth texture preserved for sampling). Currently a passthrough until HDR light sources are added. Login screen bypasses the FBO and renders directly to the default framebuffer. |
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| .. | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||