> Deferred shading is orthogonal to post-render RTT passes. Its goal is  
> not to speed up post-render RTT passes, it's to support large number of  
> lights and decouple shading from geometry (essentially, lights become  
> constant-cost and each visible pixel is shaded exactly once instead of  
> possibly multiple times with results being thrown away because of  
> overdraw). It has disadvantages too of course.

Well, the MRT is the performance part, without it, multiple render
passes have to occur, and deferred shading wouldn't be possible for
highend games.

> Talking strictly about post-render RTT passes, they are not costly at  
> all. There is no overdraw, practically no geometry, no traversal to  
> speak of, etc. so they are very cheap.

MRT ;)


Greetings,
Daniel

-- 
                                                                                
                                                           
 Daniel Trstenjak         Tel   : +49 (0)7071-9457-264
 science + computing ag   FAX   : +49 (0)7071-9457-511
 Hagellocher Weg 73       mailto: daniel.trsten...@science-computing.de
 D-72070 Tübingen         WWW   : http://www.science-computing.de/              
                                                        
-- 
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Philippe Miltin
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
Registernummer/Commercial Register No.: HRB 382196 


_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to