What do MRT actually do???
What do MRT actually do???
hey i have done a couple of effects and they really do take up rendering time, first is depth of field which really requires to draw everything again using a shadow material. This takes as much time as rendring everything again, even thought it is from the same angle.
What do MRT actually do??
can i render simultaneously into two RTTs using different materials???
Does instancing work under OpenGL???
how could i use it ???
Or least speed enchancing method, is there any function which would render a whole scene using one material???
so i do not have to store all materials in an array and assign the depth material, render the node and assign back all the materials from the array.
Is the irr::Array slowing me down???
What do MRT actually do??
can i render simultaneously into two RTTs using different materials???
Does instancing work under OpenGL???
how could i use it ???
Or least speed enchancing method, is there any function which would render a whole scene using one material???
so i do not have to store all materials in an array and assign the depth material, render the node and assign back all the materials from the array.
Is the irr::Array slowing me down???
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http://en.lmgtfy.com/?q=multiple+render+target
and be patient, you did not even wait a day for an answer.
and be patient, you did not even wait a day for an answer.
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With MRTs, You can write different color informations to other RTT in one render pass, eg: COLOR0, COLOR1, COLOR2 in Cg/HLSL sementics.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
are you sure your IQ is 159 !?!?!
I mean with such an high IQ you should be able to use a search engine !!!
I mean with such an high IQ you should be able to use a search engine !!!
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try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
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no i mean to order to render to mutliple targets with different outputs (colors and stuff) do i have to use a shader???
so lets say i set up 2 RTs
in GLSL does the built in variable gl_Color determine the color of the pixel on the RT and does the i symbolise the RT.
so in standard shader i write gl_Color[0] = x;
so if i had two RTTs, could i use
gl_Color[0] = normal render
gl_Color[1] = depth pass
???
so lets say i set up 2 RTs
in GLSL does the built in variable gl_Color determine the color of the pixel on the RT and does the i symbolise the RT.
so in standard shader i write gl_Color[0] = x;
so if i had two RTTs, could i use
gl_Color[0] = normal render
gl_Color[1] = depth pass
???
You can check my Deferred Shading example (Cg shaders):
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=28965
This demo use MRTs.
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=28965
This demo use MRTs.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
MRT in OpenGL and GLSL posssible????
hey and btw on the array gl_FragCoord???
could i invert or translate them along some axis and get a "mirrored" vertex transormed image render and render that into a let's say third RTT. So i wouldn't have to render the whole scene again from a translated camera angle for my water node...
I think obviously some object could get occluded by frustrum culling.
hey and btw on the array gl_FragCoord???
could i invert or translate them along some axis and get a "mirrored" vertex transormed image render and render that into a let's say third RTT. So i wouldn't have to render the whole scene again from a translated camera angle for my water node...
I think obviously some object could get occluded by frustrum culling.
My patch for FP textures is very old and first You have to update it to compatible with the latest Irrlicht version.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes