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| |
| /*! |
| \example deferred-renderer-cpp |
| \title Qt 3D: Deferred Renderer C++ Example |
| \ingroup qt3d-examples-cpp |
| \brief A C++ application that demonstrates rendering to an intermediate |
| G-buffer. |
| |
| \e {Deferred Renderer} demonstrates using a two pass rendering method. |
| First, all the meshes in the scene are drawn using the same shader that will |
| output the following values for each fragment: world normal vector, color, |
| depth, and world position vector. |
| |
| Each of these values will be stored in a texture, which together form what |
| is called the G-buffer. Nothing is drawn onscreen during the first pass, but |
| rather drawn into the G-buffer ready for later use. |
| |
| Once all the meshes have been drawn, the G-buffer is filled with all the |
| meshes that can currently be seen by the camera. The second render pass is |
| then used to render the scene to the back buffer with the final color |
| shading by reading the values from the G-buffer textures and outputting a |
| color onto a full screen quad. |
| |
| For more information, see \l{Deferred Renderer}. |
| |
| \include examples-run.qdocinc |
| */ |