Some constructive criticism, which I'm not going to discuss here. You should do that thing, which I'm not going to discuss here, different. It would certainly improve the quality of the video, which I'm not going to discuss here.
The first 'pro' for deferred rendering (no overdraw for opaque objects) can be done with a depth pre-pass, just render the scene once only writing to the death buffer then you render normally with the depth comparison set to equals. Kind of a pain to do that with gamemaker though and probably a lot slower than deferred. In engines where you can more easily redraw all your geometry without rebuilding all the draw calls from scratch I imagine it quickly becomes worth it with any kind of complex shaders though.
Love you Dragonite ❤😻😘🥰
Some constructive criticism, which I'm not going to discuss here.
You should do that thing, which I'm not going to discuss here, different. It would certainly improve the quality of the video, which I'm not going to discuss here.
I don't think you should say this right now. Leave it for a later point in the series!
The first 'pro' for deferred rendering (no overdraw for opaque objects) can be done with a depth pre-pass, just render the scene once only writing to the death buffer then you render normally with the depth comparison set to equals. Kind of a pain to do that with gamemaker though and probably a lot slower than deferred. In engines where you can more easily redraw all your geometry without rebuilding all the draw calls from scratch I imagine it quickly becomes worth it with any kind of complex shaders though.
isn't that like a half-step away from forward+?
@@GrandHighGamer Oh no the depth pre-pass is different, never mind. Possibly something that could be done in the new runtime though
ngl I installed GMS2 because of wizarducks.