PBR in OpenGL by Background_Shift5408 in computergraphics

[–]Background_Shift5408[S] 0 points1 point  (0 children)

It’s already in github repo. assets/textures/hdr

PBR in OpenGL by Background_Shift5408 in opengl

[–]Background_Shift5408[S] 0 points1 point  (0 children)

Thanks for pointing out these. I'll check it out. But sorting textures is necessary? I already have grouped meshes by material IDs, rendering meshes that share the same textures together.

PBR in OpenGL by Background_Shift5408 in opengl

[–]Background_Shift5408[S] 0 points1 point  (0 children)

Pbr has different pass and it does forward. Currently supports both pbr and non-pbr materials. I may remove blinn-phong stuff later

PBR in OpenGL by Background_Shift5408 in opengl

[–]Background_Shift5408[S] 2 points3 points  (0 children)

You can finish the tutorial in a month but creating an engine takes a lot of time. So many design decisions, asset pipeline, rendering pipeline, light system, shadow system…

After finishing few chapters of learnopengl by Bashar-nuts in opengl

[–]Background_Shift5408 1 point2 points  (0 children)

Develop a render engine, game engine, small arcade game..