Jump to content
  • Advertisement
Sign in to follow this  

DirectX Fullscreen Quad

This topic is 4295 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hiya, I'm implementing a deferred shading engine. I have the material pass working fine, it writes to 4 textures and I have checked their contents are correct by saving the textures as bitmaps. I need to use them to draw the final display now, and I was wondering if someone could suggest a way of doing this. My understanding is that I need to create a fullscreen quad, and then run the lighting shader over the quad once for each light, using the 'gbuffer' as input for the lighting calculations. Is this correct? Also, what FVF should I use for the quad? Is just using D3DFVF_XYZRHW alright, or do I need anything else? Thanks for any input :)

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!