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9
votes
1answer
622 views

Why is it Important to have render targets with the same bit size?

I am currently thinking of what type of GBuffer I'll need for deferred shading, hence I tried also to document myself online about the most common ones and their format. Most of the GBuffer that ...
1
vote
0answers
37 views

Smooth seams and banding of overlapping lights in deferred rendering

I have finally managed to get on screen multiple lights with a deferred renderer, but the result is somehow disappointing. In particular I have severe banding problem Other than having clear ...
0
votes
1answer
66 views

Deferred Lighting - How to map to the generated texture?

I'm trying to implement deferred lighting and I have done the first and second pass but I'm stuck on the third as I don't know how to map from the current pixel being drawn to the generated texture ...
4
votes
1answer
1k views

Deferred Rendering With Diffuse,Specular, and Normal maps

I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I ...
0
votes
1answer
678 views

Screen space decals, converting world to decal space

I'm trying to do screen space deferred decals following the presentation made by Pope Kim about SSDs in WH40K: Space Marine (link). I've gotten to the point where I can render a decal if the bounding ...
1
vote
1answer
172 views

Separate shader programs or branch in shader? [duplicate]

I have a bunch of point lights and directional lights. Instead of checking the light type in the fragment shader and then branch for either point light calculation or directional light calculation, is ...
0
votes
1answer
165 views

Material properties and deferred renderering

I'm using assimp to import 3d models, and each model defines a set of material properties as well, such as material diffuseColor, ambientColor, specularColor and emissiveColor. Where would I store ...
3
votes
1answer
312 views

Blank texture in Frame Buffer Object in Deferred Rendering

I'm running the tutorial 35 from olgdev.atspace.co.uk, and it's so strange that the result is a blank screen. This tutorial is performing the first step of Deferred Shading, which means decoupling of ...
0
votes
0answers
364 views

Tile frustum build issue in tile-based deferred shading

I'm just learning the tile-based deferred shading, and found the great article by Andrew Lauritzen. And I also checked the source code, it's really helpful. But i still have some confusion about the ...
2
votes
1answer
149 views

Can Entities Have Their Own Shader In Deferred Rendering?

Since you need to use the general g-buffer shader to fill g-buffer, how can entities have their own shaders, like giving a box normal mapping feature ? As I remember, you can't use two shaders at the ...
0
votes
1answer
355 views

How to get pixels affected by a light in deferred shading?

I implemented deferred rendering in my little engine using framebuffers but there is no dynamic lighting for now. The g-buffer contains positions and normals in view space and albedo. To implement ...
2
votes
1answer
218 views

Isn't it redundant to implement both lights and shadows?

Most games come up with their lighting implementation and their shadow implementation. Due to deferred shading, we are able to simulate lights independent from the scene geometry. But realistic ...
2
votes
1answer
266 views

Would I perform one pass per effect in Deferred Shading?

I'm implementing deferred shading the first time. Doing so I came up with a conceptual question. First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
2
votes
1answer
889 views

Speed up lighting in deferred shading

I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. ...
0
votes
1answer
299 views

Instancing pixel shader parameters — pass instance data through vertex shader?

I'm working on a deferred shader, and I want to use instancing to draw point lights. From what I understand, I can send the instance data through the vertex shader and pass it through unchanged to ...