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DirectX Fullscreen Quad

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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 :)

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This topic is 3937 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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