From a59cb7ebb743ffda87cdc5717ead7463bee4deb4 Mon Sep 17 00:00:00 2001 From: ShenMian <70068015+ShenMian@users.noreply.github.com> Date: Sun, 26 Sep 2021 16:46:09 +0800 Subject: [PATCH] =?UTF-8?q?=E6=9B=B4=E6=AD=A3URL?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 原本的URL指向了错误的位置, 修改为正确的URL. --- docs/05 Advanced Lighting/08 Deferred Shading.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/05 Advanced Lighting/08 Deferred Shading.md b/docs/05 Advanced Lighting/08 Deferred Shading.md index 92c2f44..cb15107 100644 --- a/docs/05 Advanced Lighting/08 Deferred Shading.md +++ b/docs/05 Advanced Lighting/08 Deferred Shading.md @@ -228,7 +228,7 @@ void main() ![](../img/05/08/deferred_shading.png) -你可以在以下位置找到Demo的完整[源代码](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred),和几何渲染阶段的[顶点](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred_geometry&type=vertex)和[片段](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred_geometry&type=fragment)着色器,还有光照渲染阶段的[顶点](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred&type=vertex)和[片段](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred&type=vertex)着色器。 +你可以在以下位置找到Demo的完整[源代码](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred),和几何渲染阶段的[顶点](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred_geometry&type=vertex)和[片段](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred_geometry&type=fragment)着色器,还有光照渲染阶段的[顶点](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred&type=vertex)和[片段](http://learnopengl.com/code_viewer.php?code=advanced-lighting/deferred&type=fragment)着色器。 延迟着色法的其中一个缺点就是它不能进行[混合](../04 Advanced OpenGL/03 Blending.md)(Blending),因为G缓冲中所有的数据都是从一个单独的片段中来的,而混合需要对多个片段的组合进行操作。延迟着色法另外一个缺点就是它迫使你对大部分场景的光照使用相同的光照算法,你可以通过包含更多关于材质的数据到G缓冲中来减轻这一缺点。