Jump to content
  • Advertisement
Sign in to follow this  
Alundra

Avoid Skinned-Mesh using decal deferred

This topic is 1428 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

Hi all,

using a box and a vertex+pixel shader it's easy to render decal deferred without big cost.

The problem is this method doesn't works on skinned mesh, if a way exist, I don't know it yet.

I would avoid to render on them and the only way I have is to use the stencil buffer to avoid pixel of skinned mesh.

Is it a good way to achieve that ?

Thanks

Share this post


Link to post
Share on other sites
Advertisement

Well, the g-buffer is just an contextless representation of your world, therefor you can just use eg the stencil buffer to  mask deferred decals.

If you want decals on an animated meshes, you need to apply them in object space during rendering.

Share this post


Link to post
Share on other sites

You can also skin the decal. Let say you want bullet hole to character. You have located to contact point and bones that affect to this point. Then you just transform decal with these bones using appropriate weights.

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!