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I see. I tried to implement something exactly like that in OpenGL, but i guess the lighting was too bad so i thought the problem was something else. My dream is to make a renderer that is able to perfectly get a pixelated feel without that pipeline aswell. Unfortunately job + college is taking a toll on my spare time

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yeah, with graphics & rendering, I find that experience/knowledge really helps enable you to do more with fewer resources. I'm not the most knowledgeable in the topic, but I really like making things look pretty. Ultimately I think that doing the pixelation as a post-process type effect would work best (takes lighting into account, leaves all the work to the GPU).