I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong. I'm new to ...
I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant ...
I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a ...