I\'m trying to implement a deferred shader with OpenGL and GLSL and I\'m having trouble with the light geometry. These are the steps I\'m taking:
Bind multit
well in my case, i do it like that:
Bind gbuffer framebuffer
Render color, position, normal
Unbind framebuffer
Enable blend
Enable depth testing
glDepthMask(0);
glCullFace(GL_FRONT); //to render only backfaces
glDepthFunc(GL_GEQUAL); //to test if light fragment is "behind geometry", or it shouldn't affect it
Bind light framebuffer
Blit depth from gbuffer to light framebuffer //so you can depth-test light volumes against geometry
Render every light