{"type":"rich","provider_url":"https://hatena.blog","author_url":"https://blog.hatena.ne.jp/hanecci/","categories":[],"author_name":"hanecci","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20120101/20120101215345.jpg","height":"190","version":"1.0","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20111230%2F1325253592\" title=\" Deferred shading at Direct3D11 (0) - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","description":"I'm currently writing a test program for deferred shading at Direct3D11. Direct3D11 \u3067 GBuffer \u3092\u751f\u6210\u3057\u3066, Deferred shading \u3092\u884c\u3046\u30c6\u30b9\u30c8\u30d7\u30ed\u30b0\u30e9\u30e0\u3092\u4f5c\u6210\u4e2d\u3067\u3059. Debug draw of normal buffer in world coordinate. \u30ef\u30fc\u30eb\u30c9\u5ea7\u6a19\u7cfb\u306e\u6cd5\u7dda\u3092\u66f8\u304d\u8fbc\u3093\u3060\u30d0\u30c3\u30d5\u30a1\u306e\u53ef\u8996\u5316. Debug draw of position buffer in world coordinate. \u30ef\u30fc\u30eb\u30c9\u5ea7\u6a19\u7cfb\u306e\u4f4d\u7f6e\u5ea7\u6a19\u3092\u66f8\u304d\u8fbc\u3093\u3060\u30d0\u30c3\u30d5\u30a1\u306e\u53ef\u8996\u5316. Result of\u2026","url":"https://hanecci.hatenadiary.org/entry/20111230/1325253592","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","published":"2011-12-30 22:59:52","blog_url":"https://hanecci.hatenadiary.org/","provider_name":"Hatena Blog","title":" Deferred shading at Direct3D11 (0)","width":"100%"}