Deferred shading

Problems building or running the engine, queries about how to use features etc.
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rmzvoid
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Deferred shading

Post by rmzvoid »

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.
paroj
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Re: Deferred shading

Post by paroj »

rmzvoid
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Posts: 11
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Re: Deferred shading

Post by rmzvoid »

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.
paroj
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Re: Deferred shading

Post by paroj »

rmzvoid wrote: Mon Jun 07, 2021 12:08 pm
I have read that. I have no transparent objects.
you can assign the NoGBuffer scheme to any object ;)
rmzvoid wrote: Mon Jun 07, 2021 12:08 pm 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?
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.
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