Members - Reputation: 391
Posted 16 June 2012 - 07:06 AM
I want to make a deferred renderer with directx9. I know how it works etc.
First i will render into a texture without lighting(contains diffuse) and store other information like material,normal in another texture.
Then i will draw the texture on the screen and in the pixelshader i will calculate the lighting.
Is this the right approach or is there an easier way?
Crossbones+ - Reputation: 1062
Posted 16 June 2012 - 08:45 AM
One optimization is to store only depth instead of the complete position and reconstruct each pixel position in the lighting pass using the depth.
Edited by TiagoCosta, 16 June 2012 - 08:48 AM.
Aqua Engine - my DirectX 11 game "engine" - In development