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xna 4.0 - Design patterns for lighting in XNA 4.0 for Xbox 360? -
i wondering if has patterns handling lighting in xna xbox 360. trying implement spotlight component. have read deferred shading means of reducing complexity. have heard not idea xbox 360 , more difficult in xna 4.0 in xna 3.0. goal make reusable component encapsulates spotlight effect can used through game.
thanks,
-john
deferred rendering allows apply lighting after world has been rendered.
it reduce complexity in sense not forced choose lights affect model before drawing (usually closest/most significant ones).
it can make translucency handling , anti-aliasing more complex.
it allows many lights applied, , move around scene, impractical forward lighting.
it requires several buffers present - geometry buffer minimum, normal , specular buffers helpful also. techniques exist pack such buffers, require more memory, , use bandwidth write to. means deferred rendering has greater front cost forward rendering does, provides more flexibility in relation amount of lights, , moving them.
starcraft 2, gears of war , other games use deferred renderer, proven solution.
it not different in terms of complexity under xna 4 here link showing implementation under xna 4. main difference if having explicitely store copy of z buffer rather accessing directly. http://roy-t.nl/index.php/tag/deferred-rendering/ , consider light pre-pass http://jcoluna.wordpress.com/
since want spotlight effect can see why you'd consider deferred rendering, i'm guessing spotlight dynamic. if haven't used deferred rendering before, i'd suggest exploring roy's link above decide if happy cost/complexity.
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