Tagged Questions
27
votes
2answers
2k views
What is deferred rendering?
I've heard about deferred rendering and how using it can allow for "lots" of lights in a scene without a huge performance hit, but what is it and (from a high level) how is it implemented?
11
votes
2answers
1k views
Is Deferred Rendering The Future?
Is deferred rendering the future of real-time 3d rendering on pc hardware (at least until raytracing becomes feasible)? I'm aware of the benefits (lots of lights, less state changes) and also trouble ...
3
votes
1answer
1k views
Why can't I write to my render targets?
Alright, been working on setting up my first deferred rendering attempt using a light prepass technique in Direct3D 11.
Anywho, I've been having problems understanding and using render targets. Never ...
2
votes
2answers
641 views
Multiple render targets and gamma correctness in Direct3D9
Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once.
Now if you want to have a ...
1
vote
1answer
138 views
How to provide a fully programmable pipeline for rendering?
I am writing a game engine and I want people who use it allow to define the rendering pipeline. Just they can define the scene geometry, characters, items, light sources, and so on. So the term ...
0
votes
1answer
149 views
Using two FBOs results in the second FBO having nothing drawn to [closed]
I'm writing a deferred renderer, and I use two FBOs: the first one for G-buffer (color, normal, depth) and the second one for lighting (light output), so the first one has three textures bound and the ...
0
votes
0answers
47 views
XNA 4.0 DepthStencil Buffer problem [closed]
I am trying to manage deferred rendering in my project. Esspecialy the skybox and clouds which has to be rendered behind everything and for sure the skybox+clouds will not be passed by deffered ...