Deferred Rendering With 11.6
hi, everyone.
since first beta of adobe flash 11.6 released, have been working on new features, amazing that, stage3d 2 sm3.0 standard.
here screenshot of using deferred rendering staeg3d 2. there 1000 animated point lights full phong shdaing(specular, diffuse , attanuation, color) enabled in scene. runs pretty in gt 130m laptop:)
1) mrt(multiple render targets) 4 channels used: position(rgba half_float), normal, specular, color.
2) rectangle texture storing g-buffers 1000 x 600 resolutions.
3) out put depth final composite pass, in order perform hardware depth testing forward rendering objects in buffer.
here comments , may bugs found during developing.
1) if rectangle texture used render targets, of render targets must rectangle texture, , of them have same resolution, otherwise,
rendering messed up, of them did not rendered after insert none- rectangle texture.
i.e. g_buffer pass-->all rectangle texture. insert none- rectangle texture lighting pass. g_buffer never rendered since that. dont know if hardware limitations, using gt 130m, driver latest one.
2) suggest adobe implement depth-stencil texture in 11.7 release. since doing soft shadow mapping less presicion , more expensive.
with depth - stencil hardware soft shadow mapping, format should looks this: d24s8.
3) far, performence , quality good, job guys:)
4) if there chance can latest stage3d 2 beta version, please let me know. email :jasonhuang1988@gmail.com. working flare3d team, lot:)
and here ssao screen shot 16 samples , seperated 4x4 box filtering, running @ same condition:)
hi,
while im googling stage3d stuff found post. i'm really confused it....you there depth writing , mrt in flash 11.6, find nothing. no documentation, no examples. no agal examples, sucks. out there knows changes mrt , depth? can find informations it? download beta , fdt commands don't looks mrt or things that. setrendertotexture still same - , oc on fragment target texturetarget?!?! confusing...
i hope can me can find infos - mrt , deep great
greetz
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