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Those are subjects I plan to cover in the future when I have more time.
My intent was for the tutorial to cover most of the features of OpenGL and show at least one use case for each of them. The things you mention aren't directly tied to the underlying graphics library. I could explain how to do shadow mapping, for example, in a way that you could then implement with either Direct3D or OpenGL. That's why they have a lower priority for now.
What about using lighting/normals as an example to introduce a new topic: G-buffers/multiple render targets for deferred shading?
Or would that be too much for a single tutorial?
Maybe, I'll think about it.
On Apr 20, 2014 3:41 AM, "Luís Reis" notifications@github.com wrote:
What about using lighting/normals as an example to introduce a new topic:
G-buffers/multiple render targets for deferred shading?
Or would that be too much for a single tutorial?
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Really awesome tutorial and thanks! but there isn't any mention of lighting, normals nor materials. I consider them to be quite important.
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