Deferred Shading, DirectX 9 scissor question
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.
It sounds like you're setting your scissor rectangles too aggressively. Hard to tell though without more info.
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.
Alright, here's a few pictures for you.
This one doesn't show scissor issue
This one shows scissor issue.
This one doesn't show scissor issue
This one shows scissor issue.
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.
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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