Similar Threads
1. Problem with multiple render passes.
2. Integrating special rendering passes in gfx engine
Hi Ruud,
I'm not sure that Quake3 neither Doom3 render their scene graph sorted
by material, I think this is not adequate.
For Doom3 :
1- Render the scene with ambient lighting (it sets the Z Buffer)
2- For each light
2.1- Render shadow volumes in stencil buffer
2.2- Render the scene (additive) with stencil mask and diffuse
lighting
On stage 1 and 2.3, this is the whole scene that is rendered.
SeskaPeel.
3. Render Passes
4. D3D10 - is it possible to append to an output stream on a second rendering pass?
Hi,
For a particle system handled on the GPU, I am currently rendering
buffer1 to the screen, then streaming buffer1 to buffer2 through a
shader that changes the positions of the particles. I then want a
third stage where I stream from a vertex buffer to buffer2 through the
same shader, a seed particle that will append more particles to what
is already in buffer2. This is because I want to use the same buffers,
for instance, for ALL smoke trails, so I can render all trails in one
draw call. If I need a new smoke trail, I want to just be able to
append a seed to the buffer which will cause a new trail to be
generated.
My output buffer is defined thus:
Dim sobb As StreamOutputBufferBinding = New
StreamOutputBufferBinding(buffer2, 0)
Engine.Device.StreamOutput.SetTargets(sobb)
for the first stream-out to buffer 2, always starting from the
beginning of the buffer for this pass. For the next stage where I
seed, I figured if I did not set the output stream a second time, it
would append to the end but this is not happening, it must be just
starting from the beginning of the buffer.
How do I query buffer2 for the next write-out position?
Richy
5. Mulit-Pass Rendering question - 3D Studio
6. Proper render states for rendering a shadowmap in a second pass?
I have lost and had to now rewrite my shadow mapping with regards to
multiple dynamic lights, so now I need to use multiple render passes for
my mesh shadow maps. I had loads of trouble with shadow maps first time
round, finally getting it working, but I cannot remember nor figure out
how I did it.
Firstly, I've got all meshes visible from a given light rendered from its
view, then the depth info is grabbed:
..
//Rendered Objects
..
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_DEPTH_TEXTURE_MODE_ARB,GL_LUMINANCE);
glTexParameteri(GL_TEXTURE_
2D,GL_TEXTURE_COMPARE_MODE_ARB,GL_COMPARE_R_TO_TEXTURE_ARB);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_COMPARE_FUNC_ARB,GL_LEQUAL);
glCopyTexImage2D(GL_TEXTURE_
2D,0,GL_DEPTH_COMPONENT,0,0,LIGHT_SHADOWMAP_RES,LIGHT_SHADOWMAP_RES,0);
The viewport is cleared back to normal so rendering can resume.
Then I render all my meshes, with texture maps, bumpmaps, etc.
Now I run through all lights, and re-render my meshes with the
shadowmaps. But I cannot get the right texenv/blend parameters in order
to get the shadowmaps to appear. The texture matrix is correct though, I
remember that much from my old code.
So, can someone please enlighten me on how to render a given number of
shadowmaps, onto/over a given number of already rendered meshes.
TIA
7. Possible to use result from prev pass in an effect file in later passes (as texture)?
8. A shader that can output a specular pass, diffuse pass...and ambient occlussion?
Hi,
I'm new with renderman. Is it possible to create a shader that can
output ambient, diffuse, diffuse unshadowed, specular, and shadow with
ambient occlusion? And how do I do that? I'm using Mayaman and Air.
Thanks,
jardine