Improved Deferred Shading performances
Former-commit-id: 7251e9f552230c31409f7780929fcc30f2b85bed
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@@ -254,24 +254,19 @@ bool NzDeferredGeometryPass::Resize(const NzVector2ui& dimensions)
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m_depthStencilBuffer->Create(nzPixelFormat_Depth24Stencil8, width, height);
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m_GBuffer[0]->Create(nzImageType_2D, nzPixelFormat_RGBA8, width, height);
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m_GBuffer[1]->Create(nzImageType_2D, nzPixelFormat_RGBA32F, width, height);
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m_GBuffer[2]->Create(nzImageType_2D, nzPixelFormat_RGBA8, width, height);
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m_GBuffer[0]->Create(nzImageType_2D, nzPixelFormat_RGBA8, width, height); // Texture 0 : Diffuse Color + Specular
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m_GBuffer[1]->Create(nzImageType_2D, nzPixelFormat_RG16F, width, height); // Texture 1 : Encoded normal
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m_GBuffer[2]->Create(nzImageType_2D, nzPixelFormat_RGBA8, width, height); // Texture 2 : Depth (24bits) + Shininess
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m_GBufferRTT->Create(true);
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// Texture 0 : Diffuse Color + Flags
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m_GBufferRTT->AttachTexture(nzAttachmentPoint_Color, 0, m_GBuffer[0]);
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// Texture 1 : Normal map + Depth
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m_GBufferRTT->AttachTexture(nzAttachmentPoint_Color, 1, m_GBuffer[1]);
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// Texture 2 : Specular value + Shininess
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m_GBufferRTT->AttachTexture(nzAttachmentPoint_Color, 2, m_GBuffer[2]);
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// Texture 3 : Emission map ?
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m_GBufferRTT->AttachBuffer(nzAttachmentPoint_DepthStencil, 0, m_deferredTechnique->GetDepthStencilBuffer());
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m_GBufferRTT->AttachBuffer(nzAttachmentPoint_DepthStencil, 0, m_depthStencilBuffer);
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m_GBufferRTT->Unlock();
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