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Last Updated: October 29, 2026
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Summary
There's so much new stuff in today's video: Today we start to reach into our 3d space and start moving In this episode, I discuss how to use the FBO from the last episode in order to draw out the current screen as a texture on an We continue off from the last lesson about frame buffers and upgrade our code to support and use Multiple Render Targets (MRT). Manage uniforms across multiple Let's try out a "correct" bloom implementation this time. We'll cover how bloom is typically done by "Triple-A" game publishers and ... Learn everything you need to know to implement *variable* gaussian blur in your Let's go over the basics of deferred rendering (aka deferred lighting, deferred shading or g-buffers) in
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