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 ...
Basically I need to code a light for deferred rendering that is a cross between a spotlight and a directional (positionless) light. It's to be used for sunlight, but because my terrain has overhangs ...
I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load ...
I've been trying to get my world space position of my pixel but I'm missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = ...
So my problem is that: At the last stage of implementing this I had problem with this sentence, " the lights in the scene are rendered as geometry". What does this mean? Why do I store depth info for ...
I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks ...
Is posible to use this technique with deferred lighting?