Re: Decals and deferred rendering

Jeff Russell <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Well, since its a decal, you shouldn't need to use Rt3 as output (you're not
modifying positions of anything, just painting new material properties over
the existing geometry). So maybe we confused the terms, I was recommending
you render into albedo, normal, specular, etc. but not position.

Jeff

On Wed, Jan 13, 2010 at 11:14 AM, Diogo de Andrade <
[email protected]> wrote:

> Hi all,
>
> I'm not sure I understood what you and Jeff are recommending, to be
> honest...
>
> Clarifying:
>
> I start rendering to the G-Buffer... I have the buffers organized like
> this:
>
> Rt0.xyz=normal (world space)
> Rt0.w=depth (0..1 normalized)
> Rt1.xyz=albedo
> Rt1.w=ambient intensity
> Rt2.x=specular intensity
> Rt2.y=specular gloss
> Rt2.z=diffuse intensity
> Rt2.w=emissive intensity
> Rt3.xyz=position (world space)
> Rt3.w=unused
>
> Let's imagine I have a maze... I render all walls to these buffers, and now
> it's time to render the decals themselves.
>
> With the G-Buffer still as the rendertarget, I draw the geometry that makes
> up the decals (obtained through intersection of the world geometry with the
> decal frustum)...
> Now, the part I don't understand is how to achieve blending (which would be
> sweet), without having the G-Buffer simultaneously as a render target and
> as
> input texture (which I think is not allowed under the majority of the
> videocards). If I could have that, I'd be able to do whatever I wanted in
> the way of blending and such...
> To be honest, now that I think about it, I'm not even seeing how I can make
> a shader to render the decal in a way it only influences the albedo, even
> if
> it is a simple replace, without using colorwrite masks (which I didn't want
> to use because they makes me have to switch states). What I'm trying to
> achieve (but may be impossible) is to have a "decal sheet", which has all
> the decals, so that with a single draw I can get all decals up... not sure
> if that's possible...
>
> Thanks all,
>
> Diogo
>
>
>
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-- 
Jeff Russell
Engineer, 8monkey Labs
www.8monkeylabs.com

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