Other day Basic showed to me the deferred rendering algorithm. http://64.246.22.60/~admin61/forum/viewtopic.php?t=891
After that I was thinking is it necessary to have tiles to do a deffered rendering? Specially now that many futures games (DX9) will have many levels of multitexturing.
What about a simple algorithm like that:
edited: corrected the algorithm above
edited2: some correction again.
After that I was thinking is it necessary to have tiles to do a deffered rendering? Specially now that many futures games (DX9) will have many levels of multitexturing.
What about a simple algorithm like that:
Code:
// Deferred without tiles
for( all polys)
{
for( all pixels in poly )
{
if( pixel visible )
{
store z
store poly reference
}
}
}
for( all pixels )
{
calc and store pixel color
}
edited2: some correction again.