depth,1
normal,2
color(diffuse),3 or 4(for alpha)
specular,1
specular color ,3
Result : 10 or 11
if you add shininess : 12
3 render target .(4 buffer per one)
my idea is :
depth,1
normal,2
UV,2 <-*
TextureID,1
Result: 6, 2 Render Target
__________
additional
Default light,1
object ID ,1<- for determine the life or water ...
also : 2 Render Target
For each Triangle:
check if visible (using normal)<- in CPU(game not shader)
.
don't use bounding sphere to check if visible to camera
لانها رح تكون ابطأ
في 28/رمضان/1432 05:47 ص، غمغم 16mofed84 باستغراب قائلاً:
بحثت على google عن Render to UV Deferred render و لم اجد احد يستخدم هذه الفكره فما رأيكم بتسجيلها في موقع nVidiatexture RT1;
sampler RTS1 = sampler_state
{
texture = ;
magfilter = NONE;//////<-
minfilter = LINEAR;
mipfilter= LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
BorderColor = float4(0,0,0,0);
};
texture RT2;
sampler RTS2 = sampler_state
{
texture = ;
magfilter = NONE;///////<-
minfilter = LINEAR;
mipfilter= LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
BorderColor = float4(0,0,0,0);
};