And what surface formats do you use in this GBuffer? I predict a lack of precision. 8 bits per channel are not enough, and more important don’t store negative values.
Use a R32F to store the depth (only the depth), be aware that Z is managed different in OpenGL/XNA and DirectX. For now you should use a 1010102 format to store normals in a floating point format.
If you are serious about this you should do things correctly for the start. Deferred rendering is not an easy topic.
Deferred rendering diffuse
If you are serious about this you should do things correctly for the start. Deferred rendering is not an easy topic.
I am doing it for fun mostly, and educate myself, and for passion. I know it's not easy, but I love challlenges And finally, changing format did the trick! I love you! xD thanks for all the help I used hdrBlendable, it's the only format i get to use now because others throw exceptions, but now I should manage to do the rest. I also 'uncomented' specular and it works like a charm Now I need to clean the mess I made in code and make everything more optimised ^^ You should be a tutor(if you are not one that is), because you explain stuff better than tutors at my univesity >_> Oh and rep for You, thanks again for all help
I love you!
I’m sorry. We can't be together.
You should be a tutor(if you are not one that is), because you explain stuff better than tutors at my univesity
I was teacher assistance four years in Computer Graphics in the Universidad Nacional del Sur.
I'm glad I could help. Bye!!!
Ps: hdrBlendable is 1010102 in XBOX and 16161616 (half-format) in PC.
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