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Avoid Skinned-Mesh using decal deferred


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#1 Alundra   Members   -  Reputation: 1287

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Posted 19 August 2014 - 08:20 PM

Hi all,

using a box and a vertex+pixel shader it's easy to render decal deferred without big cost.

The problem is this method doesn't works on skinned mesh, if a way exist, I don't know it yet.

I would avoid to render on them and the only way I have is to use the stencil buffer to avoid pixel of skinned mesh.

Is it a good way to achieve that ?

Thanks



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#2 Ashaman73   Crossbones+   -  Reputation: 11924

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Posted 19 August 2014 - 10:52 PM

Well, the g-buffer is just an contextless representation of your world, therefor you can just use eg the stencil buffer to  mask deferred decals.

If you want decals on an animated meshes, you need to apply them in object space during rendering.


Ashaman

 

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#3 kalle_h   Members   -  Reputation: 2115

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Posted 20 August 2014 - 03:20 AM

You can also skin the decal. Let say you want bullet hole to character. You have located to contact point and bones that affect to this point. Then you just transform decal with these bones using appropriate weights.






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