Questions tagged [deferred-shading]
The deferred-shading tag has no usage guidance.
25 questions
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problem showing cubemap shadows for point lights in texturecube mode
I'm adding cubemap shadow for point lights. Rendering each face in a separate texture2D seems to work (see picture, right, rendering from yellow point light view). With the same pipeline I can't get ...
2
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287
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Best practices for treating Light Volumes in Deferred Lighting pipeline
This topic is about ways to handle light volumes in a deferred lighting pipeline.
I currently have a deferred lighting pipeline where spheres are sent to an openGL GLSL lighting shader. The sphere ...
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2
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140
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unsmooth blending with deferred shading and light volumes
So I implemented deferred Shading with a single full screen light pass (picture 2) (by passing the light-data as an array to the shader) and deferred shading with point light volumes (picture 1) (by ...
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437
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OpenGL deferred rendering, multiple FBO targets
so for a game I am developing I am giving a go at deferred shading. I have only implemented entity rendering and an initial deferred shader and rendering the scene using OpenGLs FBO multiple render ...
4
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2
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680
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Tiled deferred shading without compute shader
I'm building a deferred renderer and since I want to support a large amount of lights in the scene I've had a look at tiled deferred shading.
The problem is that I have to target OpenGL 3.3 hardware ...
3
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1
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346
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2D deferred lighting calculations not working
I have the following code for my HLSL pixel shader. Modified from another post here on GameDev (Link), but I have a few problems with it:
...
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632
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World Space Normals Are Black
My world space normals appear fine for most of a mesh. However, some of the normals are black. I was wondering if anyone had any ideas why this is. This happens for any mesh, not just this sphere. ...
4
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6k
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FAST position reconstruction from depth
I'm struggling a lot with reconstructing the world space position (or alternatively the view space position) from depth (by reading the depth buffer) in a performant way (in a full-screen post-process)...
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541
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Overlapping surfaces in deferred shader blend through one another
I've just finished implementing deferred shading into my engine, and noticed that when a large object overlaps another smaller object, it blends through it.
For example, in this scene I have a large ...
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608
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OpenGL (lwjgl) Frame Buffer Object GL_COLOR_ATTACHMENT Not Being Written To
I am currently developing a deferred renderer for my game engine and I have to output multiple textures from my shader to my GBuffer.
I have been struggling with getting multiple outputs from the ...
2
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2
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1k
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Deferred rendering: camera inside point light's sphere of effect
I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 (http://...
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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 I'...
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382
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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 banding ...
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1
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122
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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 ...
6
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1
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4k
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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 ...
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3k
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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
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1
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531
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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 ...
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278
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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 ...
4
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2k
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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 ...
1
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0
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847
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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
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1
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248
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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 ...
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2k
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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 ...
3
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1
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827
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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
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1
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2k
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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.
...
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722
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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 ...