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:)

defferedrendering.jpg
here technique used in demo:

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:)

ssaofull.jpg

ssao.jpg

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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