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delta262

Deferred Shading, DirectX 9 scissor question

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I'm working on a rendering side project in which I'm using a deferred shading method with the DirectX 9 SDK. When I first added a few lights to the scene I didn't notice a hit in frame rate, but when around 70 lights were added to the scene it became unplayable. So I started using scissor rects, but now whenever the camera is close to the lights there appears to be a dark outlining where the end of the scissor rect is.

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It sounds like you're setting your scissor rectangles too aggressively. Hard to tell though without more info.

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I'm creating the clip rect similar to the way that is in the Nvidia SDK 9.5, the deferred shading example, where you pass in the lights position and range and create a clip rect from that data. Even if I expand the range of the lights beyond the radius that they are lighting, I still get dark rectangles that appear at the sides of the screen.

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Hi,

Using light clipping volumes instead of clipping rectangles (i.e. Scissoring) may solve your problem.

Matt can give you a lot of info about it.

Regards.

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