Deferred Rendering with OpenGL, experiencing heavy pixelization near lit boundaries on surfaces
Problem Explaination I am currently implementing point lights for a deferred renderer and am having trouble determining where a the heavy pixelization/triangulation that is only noticeable near the borders of lights is coming from. The problem appears to be caused by loss of precision somewhere, but I have been unable to track down the precise source. Normals are an obvious possibility, but I have a classmate who is using directx and is handling his normals in a similar manner with no issues. From about 2 meters away in our game's units (64 units/meter): A few centimeters away . Note that the