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6

I can't see anything fundamentally wrong with the shader, but here are a few things I find commonly done wrong with deferred shading that you might be doing. 1: Drawing full screen lights. The beauty of deferred shading is that you can pack your lights into geometry so that you only need to consider a part of the screen when drawing them (Like a cube with 2 ...


3

First Question: The dot product basically tells you how much two vectors are pointing in the same direction. So if a light points directly against the normal of a surface the surface will be brighter than if it points at it in an angled way or away from it. If you are struggling with getting this to work, I would advise very heavily against trying to ...


2

There are different ways to do this. 1. Tessellation Do this with tessellation. That is exactly what tessellation was created for. You have to read a bit about it, but when you got it, thinks are going much easier. 2. Structured Buffer Instead of using the normal pipeline, you can bind the triangle mesh (vertices) as a structured buffer. Then you can ...


2

Although you can use the geometry shader to sub-divide primitives, I would suggest looking into tessellation. It is a new feature that has been added in DirectX 11, which allows you to sub-divide low level primitives into high-detailed primitives. This feature is highly optimized to do the exact thing you are describing. See the image below for an example. ...



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