Tagged Questions
0
votes
0answers
27 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 ...
1
vote
0answers
98 views
Deferred Rendering: Orthographic directional light that has position
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 ...
3
votes
1answer
248 views
XNA Deferred Shading, Replace BasicEffect
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 ...
6
votes
1answer
308 views
How do I reconstruct depth in deferred rendering using an orthographic projection?
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 = ...
3
votes
1answer
275 views
How are lights rendered as geometry in deferred shading?
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 ...
2
votes
0answers
580 views
XNA 4 Deferred Rendering deforms the model
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 ...
4
votes
2answers
504 views
Deferred lighting and projective texturing?
Is posible to use this technique with deferred lighting?
