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Member Since 04 Aug 2011
Offline Last Active Feb 22 2016 08:10 PM

#4920940 Deferred Rendering & Compatability

Posted by jischneider on 10 March 2012 - 12:23 PM

Some time is mentioned as Light Pre Pass.
LightPrePass.ppt (search in google)

If you need an implementation (XNA only sorry):
Tutorial: http://mquandt.com/blog/2010/03/light-pre-pass-round-2/
Tutorial2: http://roy-t.nl/index.php/2010/12/28/deferred-rendering-in-xna4-0-source-code/
My engine: http://xnafinalengine.codeplex.com/

Good luck!!

#4920921 Deferred Rendering & Compatability

Posted by jischneider on 10 March 2012 - 10:53 AM

The hardware limitations were diminished with Deferred Lighting, an alternative that uses less render targets (especially at the same time) that Deferred Shading. Most console games uses deferred lighting partially because of this.


#4846417 control a 3D object using wii remote plus

Posted by jischneider on 08 August 2011 - 04:57 PM

I use this library with good results: http://wiimotelib.codeplex.com/

Good luck and please don't spam.

#4844858 XNA FINAL ENGINE (XNA 4.0, deferred lighting, HDR, global illumination)

Posted by jischneider on 04 August 2011 - 10:17 PM

First, I want to introduce myself briefly:

I'm José Ignacio Schneider and I research in Computer Graphics at Universidad Nacional del Sur (Argentina). I’m an enthusiast in 3D graphics and like both, the artistic and programming world. My specialties are:C#, HLSL, XNA and Softimage XSI.

XNA FINAL ENGINE is an engine developed in XNA 4.0 that allows the creation of 3D graphic applications that use modern technologies like deferred lighting, high dynamic range, and global illumination. The engine is still in development and has to grow up a little more.

If you want to know more about it please visit the project web page:



The car was model by me :lol:


The terrain textures belong to a popular arcade flight game.

Thanks for reading!!!