Ogre Version: 1.12.12
Operating System: Win10 x64
Render System: D3D11
I didn't understand from the ogre wiki - how to tell Ogre which object needs deferred shading and which is not.
I do not want some helper objects (axes icon, background quad, etc) participiate in deferred shading.
Deferred shading
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- Gnoblar
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Re: Deferred shading
I have read that. I have no transparent objects. Or wiki mean transparent for GBUffer?
And I still didn't understand how renderer decide which object to render to GBuffer.
I need manually add pass with GBuffer scheme to regular material?
After I attached GBuffer from DeferredShading sample (as per wiki guide) I got black backgound (which is simple quad) and nothing changed for 3d object. I am stucked.
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- OGRE Team Member
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Re: Deferred shading
you can assign the NoGBuffer scheme to any object
yes, each material that should be deferred shaded, needs a GBuffer scheme.
The tutorial solves this with the GBufferSchemeHandler, that automatically inspects the materials and adds the schemes as needed.