{"categories":[],"version":"1.0","type":"rich","author_url":"https://blog.hatena.ne.jp/hanecci/","published":"2012-01-02 00:00:00","blog_url":"https://hanecci.hatenadiary.org/","provider_name":"Hatena Blog","height":"190","provider_url":"https://hatena.blog","width":"100%","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20120102\" title=\"Deferred shading with point lights at D3D11 (1) - 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>","url":"https://hanecci.hatenadiary.org/entry/20120102","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","author_name":"hanecci","description":"I wrote a program for Deferred shading with point lights at Direct3D11. This program is just a practice. So, I'm not caring about optimization at current. \u70b9\u5149\u6e90\u3092\u4f7f\u3063\u3066 Deferred Shading \u3092 Direct3D11 \u3067\u884c\u3046\u5b9f\u9a13\u4e2d\u3067\u3059. \u70b9\u5149\u6e90\u306e\u30c7\u30fc\u30bf\u306f\u69cb\u9020\u5316\u30d0\u30c3\u30d5\u30a1\u3092\u4f7f\u3063\u3066\u6e21\u3057\u3066\u3044\u307e\u3059. \u7df4\u7fd2\u4e2d\u306e\u30d7\u30ed\u30b0\u30e9\u30e0\u306a\u306e\u3067, \u4eca\u306e\u6bb5\u968e\u3067\u306f\u6700\u9069\u5316\u95a2\u4fc2\u306f\u653e\u7f6e\u3057\u3066\u3044\u307e\u3059.","title":"Deferred shading with point lights at D3D11 (1)","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20120109/20120109024233.jpg"}