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Member Since 20 Jun 2012
Offline Last Active Sep 12 2014 02:54 PM

Posts I've Made

In Topic: How is a system with render dependent resources structured.

11 April 2014 - 02:49 PM

Thank you Hodgman, excellent answer!

In Topic: Defered Render structure.

31 October 2013 - 09:51 AM

Excellent, thx so much for you help guys!

In Topic: Defered Render structure.

31 October 2013 - 09:12 AM

ou render the geometry first with out the lights. Only with color and texture. You THEN take that information you just gathered in the three buffers Color,Depth,and Normals and pass it to your differed lighting shader.

Im already doing that.. My problem is:


Lets say i have 100 lights, as i has understood it i need to excute the lightshader 100 times for each light correct and how do I do this in practice, how do I execute a pixelshader (which the lightshader is) without having any geometry bound to it? I'm a bit lost here.  I understand how it should work in principle but not in practice.. 

In Topic: Defered Render structure.

31 October 2013 - 08:43 AM


But how do I render x-number of light with a pixelshader without without any geomery and then merge the result from the lightshaders and then display it on a quad.

I found al ot of tutorials and articles that discause the gbuffer but I havent found much on the final merging part?


Will have a look at your link btw thx.

In Topic: Defered Render output, repeated.

30 October 2013 - 06:07 AM


yes i think so.. long night yesterday. Thx for you help NMPTH