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I've been looking to implement a deferred rendering system in SFML.

I've read the tutorials on OGLdev for it, and I was wondering how to draw a scene built in SFML (sprites, text, etc) to the multiple render targets needed for the deferred shading process.

Basically, I need to be able to get SFML to draw every object to the GBuffer's MRTs, so I can have the parameters needed to do what I want.

Is this possible, or will I have to build my own rendering backend from scratch?

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Something you could try using only SFML is to use a sf::RenderTexture. It allows you to render sf::Drawables offscreen.

So you could define multiple RenderTexture and mix them together before rendering on screen.

Be aware that by directly using SFML you cannot achieve 3D rendering.

Here's a link to the documentation : http://www.sfml-dev.org/documentation/2.3-fr/classsf_1_1RenderTexture.php

EDIT: Since I can't comment, here is my suggestion. You create 3 (or more) RenderTextures to hold the informations about the positions, the colors and the normals of your final image. You can then pass these textures to a shader computing your final image by using the informations stored in your textures. I have no clues about the performance of this approach since I never tried it.

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  • \$\begingroup\$ Thank you! I tried using RT's before, but now I understand the process a bit better, so I might try it! I'm developing a 2D game, so that won't be an issue. Also, how would you "mix" the textures? Are you saying that I use one RT for each texture (position, diffuse, and normal), too? \$\endgroup\$ – Tetramputechture May 28 '15 at 18:37

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