Thank you very much.
I already feared this answer as I saw how many lightning techniques there are.
Your Google tips are worth a mint in the internet age
Very useful thanks, wouldn't have come up with that by myself.
Many tutorials I read about this (including stuff from Valve and way to technical stuff from NVidia) always stated that it only works by preprocessing it and not on the run.
The technique of deferred shading goes right in the direction of my own idea which is always nice to see.
Just a question according this:
A render target uses a texture as a storage. However video cards support in general a texture size of 1024×1024 with a screen resolution of 1920x1080 at the same time.
> How can I create a texture of the size of the screen for deferred shading?
- When splitting the screen size in multiple textures I would obviously need to draw the scene n-times in every buffer.
What am I missing? :-?
Video cards aren't necessarily limited to the 1024 x 1024. You create multiple render targets, and then use a shader to render out to each buffer. This way you only have to take one pass rendering out the GBuffer. OpenGL and GLSL this is really easy, but I have no idea how directX works, but I'm sure its possible. Theres a lot of different kinds of deferred shading out there, and depending on how involved you want to get, tile-based deferred shading is going to be your best bet. I don't know where you read that, but its probably years old.