Deferred rendering diffuse

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11 comments, last by jischneider 12 years ago
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.

[size=1]Project page: [size=1]<

[size=1] XNA FINAL Engine[size=1] [size=1]>
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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 :D And finally, changing format did the trick! :) I love you! xD thanks for all the help :D 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. tongue.png


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. smile.png

I'm glad I could help. Bye!!!

Ps: hdrBlendable is 1010102 in XBOX and 16161616 (half-format) in PC.

[size=1]Project page: [size=1]<

[size=1] XNA FINAL Engine[size=1] [size=1]>

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