Original Post
Hi
some questions about Deferred shading:
for each frame we have to create G-Buffer that contains material and normal info. So I think we have to do this:
Pass 1 :
vs : transform position to homogeneous clip space;
ps : render diffuse color to first render target;
Pass 2 :
vs : transform position to homogeneous clip space and normal to view space;
ps : render normals to second render target;
Pass 3:
Do same if needed;
Pass n:
Do lighting;
…
1 – Is this the true way?
2 - Is it possible to transform positions only once and reuse it for next passes? What’s multi target?
3 – Lighting is done in screen space, how can we detect which lights in scene must used for lighting?
sorry for my great English, I’m sure I will never learn it completely.
some questions about Deferred shading:
for each frame we have to create G-Buffer that contains material and normal info. So I think we have to do this:
Pass 1 :
vs : transform position to homogeneous clip space;
ps : render diffuse color to first render target;
Pass 2 :
vs : transform position to homogeneous clip space and normal to view space;
ps : render normals to second render target;
Pass 3:
Do same if needed;
Pass n:
Do lighting;
…
1 – Is this the true way?
2 - Is it possible to transform positions only once and reuse it for next passes? What’s multi target?
3 – Lighting is done in screen space, how can we detect which lights in scene must used for lighting?
sorry for my great English, I’m sure I will never learn it completely.