yes - that should work.
-----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Brent Lewis Sent: Friday, February 05, 2010 4:57 AM To: [email protected] Subject: Re: [hlcoders] Multiple Render Targets 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

