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#Actualriuthamus

Posted 31 August 2012 - 02:36 AM

We are having a problem with our point lights not working. Our current setup is a deferred rendering for lighting. Now somebody can correct me if I am wrong but this is how we are doing it:
  • We render stuff and our colors are recorded on a color RT
  • Normals on another RT
  • Depth on another RT ( our depth is logarithmic )
When we render the point lights they need to read the depth RT so they can use the depth to calculate the world position of the pixel and then we can do the lighting calculations.

Our problem is we have no way of reversing that logarithmic depth at this point... any clues on how we could go about doing this? Or maybe there is a better way to handle the scenario all together. Thanks for your help in advance.

#1riuthamus

Posted 30 August 2012 - 11:12 PM

We are having a problem with our point lights not working. Our current setup is a deferred rendering for lighting. Now somebody can correct me if I am wrong but this is how we are doing it:
  • We render stuff and our colors are recorded on a color RT
  • Normals on another RT
  • Depth on another RT ( our depth is logarithmic )

When we render the point lights they need to read the depth RT so they can use the depth to calculate the world position of the pixel and then we can do the lighting calculations.

Our problem is we have no way of reversing that logarithmic depth at this point... any clues on how we could go about doing this? Or maybe there is a better way to handle the scenario all together. Thanks for your help in advance.

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