Deferred Rendering

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Total votes : 94

Postby ent1ty » Tue Jul 06, 2010 6:34 am

Am I right that this doesn't support EMT_TRANSPARENT_ALPHA_CHANNEL(_REF)? I tried to use it and graphics got screwed up.
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Postby stefbuet » Tue Jul 06, 2010 2:47 pm

Is it the XEffect shader code used to render shadow maps ?
How do you plan to do point light shadows without 6 more pass ?
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Postby Sudi » Tue Jul 06, 2010 4:51 pm

ent1ty wrote:Am I right that this doesn't support EMT_TRANSPARENT_ALPHA_CHANNEL(_REF)? I tried to use it and graphics got screwed up.


ALPHA_CHANNEL is added i think. REF is not bc i didn't need it.
anyway will release source code soon.

stefbuet wrote:Is it the XEffect shader code used to render shadow maps ?
How do you plan to do point light shadows without 6 more pass ?


what ya mean with XEffect shader code? my system works completly different. objects are drawn from the lights not by them self. but my vsm code is inspired by XEffect shader code.
Anyway i will render the shadowmap for the pointlights in a single texture. this will probably result in bad quality when the texture is to small.(6 images must fit into a single texture). that way only the depthmap will require 6 instead of one pass and the shadowing itself is done in a single one.
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Postby [DEF] » Tue Aug 03, 2010 12:55 am

Hi, I have a problem :S
when i change the mesh in my IAnimatedMeshSceneNode's using setMesh(), they completely disappear :O normal scene nodes that are just sitting in the scene (not modified at all) are not affected.
This doesn't happen when I'm not using the deferred renderer, so I'm wondering if you could shed some light on this?

Thanks :)
Last edited by [DEF] on Tue Aug 03, 2010 12:55 am, edited 1 time in total.
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Postby Sudi » Fri Sep 03, 2010 1:09 pm

Enabled the option to set the shader directory as requested by entity.

Just wanted to say this project isn't dead yet, same for EditIrr. when i get my new project of the ground both of these will get updates bc i will be using them myself then again.
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Postby Cainit » Sat Sep 04, 2010 8:24 am

Hello, Sudi!
Deferred Rendering it's very cool add-on for Irrlicht.
But what about attach to it the bumpmapping?
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Postby Sudi » Sat Sep 04, 2010 12:46 pm

when u give me the formula to transform the texture normals to worldspace its as good as done
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Postby smittix » Tue Sep 28, 2010 4:20 am

Sudi wrote:well thats a question of porting the shaders. i don't know hlsl.


You're more than welcome to use my HLSL shaders off my site and incorporate them, I too would love to see this running from HLSL.

Just click on HLSL shaders on the DirectX 9.0 tab, I have a ton of samples there.

http://applicachia.com/
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Postby slavik262 » Tue Sep 28, 2010 5:31 am

I'm working on an unrelated deferred system in HLSL. I'll share it when it's decently finished.
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Postby smittix » Tue Sep 28, 2010 6:12 am

Very nice, can't wait to see it.
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Postby Luben » Mon Oct 11, 2010 2:50 am

Any updates on this?

I tried the download in the first post, the vs-dll's doesn't contain any exported symbols of interest. I'd very much appreciate this being fixed. I'd love to write a deferred render system myself, only i've no time to =/
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Postby [DEF] » Thu Dec 02, 2010 8:23 am

Got this working :D
Is there any way to use this with my own shaders? Just on objects, for example have my box use a glass shader or water shader?
Loading my shaders and applying them with setMaterialType(), but it looks like your deferred rendering is overriding them.
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Postby kaos » Thu Jan 06, 2011 12:59 pm

Sudi wrote:when u give me the formula to transform the texture normals to worldspace its as good as done


http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=42374

here you have the code for pass the tangent normals to normals in view or word space, only change the matrix view * world for world only.
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Re: Deferred Rendering

Postby christianclavet » Sat Nov 12, 2011 2:17 am

Hi Sudi! Thanks for developping this addon! I still have to check how this is workingand need to read more about deferred shading. Seem to all be done in shaders. I hope more work will be done with this. I think it's the only project on the forum that could allow us to do this!
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Re:

Postby ent1ty » Mon Nov 21, 2011 4:43 pm

Sudi wrote:when u give me the formula to transform the texture normals to worldspace its as good as done

If it's of any help, you can check out how I'm doing it: https://bitbucket.org/entity/irrrenderer


@all: i know i should probably make a new topic about it and stop hijacking this thread... but then everyone will start complaining :|
Also, spot lights seem to be a bit bugged

edit: i'm at least gonna push the latest changes that add linux 32 bit build targets
sadly, it won't run properly on my linux machine, but others have reported that it works just fine for them
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