It seems that IMatRenderContext.SetRenderTargetEx would be the answer to my 
question, but can someone confirm this before a waste a whole lot of time by 
being wrong?  Precisely- If using a pixel shader output such as:

struct PS_OUTPUT 
{
   float4 PosInViewSpace    : COLOR0;
   float4 NormalInViewSpace : COLOR1;
};

can I expect that these will correctly end up in the render targets I set, for 
example: SetRenderTargetEx(0, posTexture) and SetRenderTargetEx(1, normTexture)?

> From: [email protected]
> 
> I'm looking into doing deferred lighting. I'm wondering if it is possible to 
> use multiple render targets in source, ie. mutliple target, single pass. If 
> not, and I use a separate pass for each element of the g-buffer, what kind of 
> performance impact could I expect. The shaders for each pass are quite 
> simple, so is most rendering incurred because of complex shaders (meaning the 
> transforms and rasterization itself is fast) or is rasterization itself 
> costly? Can I expect adequate performance doing 4 or maybe more geometry 
> passes per frame if the shaders are very simple? Thanks for any info, 
> thoughts, tips, etc.

                                          
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to