> 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