What do MRT actually do???

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

how do I update it myself??

i don't have a clue what that undefined (possibly removed from 1.4.2) function does...

anyway I made a shader that puts the depth in fourth component, but the problem is that i loaded a Quake3 map and i can't get it to display the light maps...

which texture layer is that???
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

oh ffffs What Do I do?
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

well if someone would explain to me what to do about these w functions I would be able to make A depth pass that is able to put 16 bits of precision into the alpha channel (FPT = wonders)
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

well i cannot put the depth in the fourth component because it changes alpha and then things blend together
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

I NEED ANSWEARS CMON PPL!

I need 16 bit precision that is only achievable with MRT or FPT.
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Post by Nadro »

You can pack 32 data to to R8G8B8A8. Check my Deferred Shading demo for that.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

but i need the RGB channels so unless I have Floating point Texture i am not able to pack 16 or 32 bits of prec into alpha channel
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

multi-texture anyone?
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

multi -texture??? on render target????
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Post by Nadro »

You need 32 bits depth, right? So, You can write it to R32F etc. or pack it to R8G8B8A8 and unpack it in next shader.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

right R32F, but your patch does not work!
9YkKsvXM
Posts: 64
Joined: Tue Mar 11, 2008 11:45 pm

Post by 9YkKsvXM »

-
Last edited by 9YkKsvXM on Mon Jun 08, 2020 1:21 am, edited 1 time in total.
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

well I still REALLY need MRTs for DoF cause otherwise I cannot use the transparent render state.
9YkKsvXM
Posts: 64
Joined: Tue Mar 11, 2008 11:45 pm

Post by 9YkKsvXM »

-
Last edited by 9YkKsvXM on Mon Jun 08, 2020 1:22 am, edited 2 times in total.
Post Reply