Hi!
I have ported Light Indexed Deferred Lighting from Original Demo: to Direct3D12 Version and OpenGL core profile version
I have bug during final shading pass for Direct3D12 version:
And OpenGL Version with some modification:
2) Simple light source animation
3) Also I tested an optional Direct3D clip control mode
I Guess may be Problem with Depth Bound Test. I need fixing for Direct3D12 only. I can provide additional information
Hov to fix it ?