So I'm trying to deepen my GPU knowledge and embarking on rendering a minecraft-style mesh with Dynamic Ambient Occlusion ala this GPU Gems article.
I guess the principle question I have is this:
When you are creating the AO shadow value per-vertex (element) in your mesh, do you then just follow that with a normal render and use normal fragment shader linear interpolation between adjacent vertex shadow values to actually shade the fragments?
i.e. does the process look something like this:
2 passes of the AO algorithm
1 pass of a normal render using a texture map output by the AO algroithm to get shadow values per vertex?
Or am I missing something in the article and you can actually do the screen render within the 2 AO passes?