Questions tagged [deferred-rendering]

a screen-space shading technique that defers shading until the second pass of rendering

In the field of 3D computer graphics, deferred shading is a screen-space shading technique. It is called deferred because no shading is actually performed in the first pass of the vertex and pixel shaders: instead shading is "deferred" until a second pass.

It is used in numerous popular games starting around 2010.

Advantages: easier resource and pipeline management

Disadvantages: hard to handle transparency, multiple materials, incompatible with anti-aliasing

Wikipedia: https://en.wikipedia.org/wiki/Deferred_shading

142 questions
0
votes
1 answer

Deferred rendering position recontruct

I made the first step of deferred rendering, the FBO with color, normal, position and depth texture. But when I do the lighting the positions are moving and rotating with me. First pass vertex: void main(){ …
Csoki
  • 119
  • 1
  • 2
  • 11
0
votes
1 answer

Lighting issue only on another device

I developed an OpenGL game in C++ on my desktop machine, where no errors occurred. Now compiling and running it on my tablet, the lighting is messed up. This is my lighting buffer. I use deferred rendering, so I have positions and normals as…
danijar
  • 32,406
  • 45
  • 166
  • 297
0
votes
1 answer

backbone modelbinder converter ajax request

Does anyone know how to cause modelbinder's converter to wait until a ajax request is complete? I'm trying to use backbone's modelbinder on my view but the converter is failing because it is not waiting for the ajax call to complete before…
0
votes
0 answers

Opengl deferred lighting shader

I just started to learning OpenGL 3.1 and I'm trying to implement deferred shading to my engine(framework?). I wrote simple shaders for first stage, lighting stage and deferred stage. Lighting stage takes the diffuse color from deferred texture and…
Markar
  • 33
  • 6
0
votes
0 answers

XNA Deferred Shader, Replace BasicEffect

I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do…
Wilhelm
  • 161
  • 5
-1
votes
1 answer

How to Render 2D Sprites with Deferred Shading

with deferred shading you have several buffers to hold information like depth, normal and so on. In the final stage you just need to "combine" them and process lighting, but how is it done, when you need to render 2D sprites for GUI? Do you need to…
Pillum
  • 132
  • 9
-1
votes
2 answers

OpenGL Deferred Rendering not working

I try to render my geometry in the first pass and render it from a buffer to a quad in my second pass. Rendering the geometry directly to screen works, but as soon as I try to render to the quad with multiple passes, the screen stays black (the…
Maru
  • 894
  • 1
  • 12
  • 29
1 2 3
9
10