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SuperLover

Can this procedure be accelerated by MRT?

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Hi, I want to use Multiple Render Targets (MRT) to accelerate the following rendering procedure. "The view frustum is divided into 4 parts by 4 planes that parallel to the view plane, then render each part to a texture from the lihgt's point of view (i.e. render a shadow map for each part)" Any suggestion would be appreciated very much!

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No.

MRT is a pixel-level feature, you can't (practically) turn the "camera" after you've passed the vertex shader.

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Thank you very much!
So is there any method that can reduce the rendering passes of this procedure, because traditionally I've to do that in 4 passess?

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Quote:
Original post by SuperLover
Thank you very much!
So is there any method that can reduce the rendering passes of this procedure, because traditionally I've to do that in 4 passess?


There's no simple way to reduce the passes on current graphics architectures. Future shader models will likely permit rendering different geometry to different render targets on a single call, though, as the shader flexibility is enhanced by orders of magnitude on the next generation already.

Classical optimizations apply here and now. Use as large batches of geometry as possible, because calling any functions that interact with the graphics card are relatively expensive - while massive data amounts are trivial for modern cards to handle.

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