I am developing a 3D game using XNA. Now I am trying to implement deferred rendering for render lights and shadows. The base code that I am using can be found in this page: http://roy-t.nl/index.php/2010/12/28/deferred-rendering-in-xna4-0-source-code/
I don't know if anyone has seen this code. I have some questions about some parts of the code:
- Is it necessary to use a own pipeline? In the code there is a class "DeferredRenderedModel" with a code that I can't understand.
- All models that I am using are exported from Maya using a FBX component. Is it necessary to use a different tools for model or for export it?
- Why is it necessary to use the QuadRenderer?
- There is an effect called "RenderGBuffer" that is only used in the own pipeline. I have assumed that the parameters specified in the effect when rendering the models in the function DrawModel, refers to RenderGBuffer. Is it possible to use it without having to create my own pipeline (DeferredRenderedModel)? How can I implement it? I lost a lot of time trying to do but failed.
Thanks in advance.
PD: Sorry for my english level.
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