Hey!
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?
1 reply to this topic
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#2 Crossbones+ - Reputation: 1124
Posted 16 June 2012 - 08:45 AM
Google "Deferred Rendering" and you'll find a lot of discussions about it... You can check this link to learn how to do it.
One optimization is to store only depth instead of the complete position and reconstruct each pixel position in the lighting pass using the depth.
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.
Tiago Costa
Aqua Engine - my DirectX 11 game "engine" - In development
Aqua Engine - my DirectX 11 game "engine" - In development






