I am refactoring some parts of the game engine I am working on. This engine is made in C# with XNA. The part I have trouble with is shader/material and the render queue. In the new version I will ...
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 ...
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 ...
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 ...
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 ...
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 ...
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?