Sgt. Conker We are "absolutely fine"

1Dec/091

Light Pre Pass in XNA

Michael Quandt posted an interesting article on his blog about "light pre pass", a technique you can use for lighting in your XNA Game. The technique is closely related to deferred rendering, but with a twist to it: you don't store material information in the G-buffer, but instead use a render target containing lighting information (generated from the light pre-pass) in your material shaders. This has the advantage of a more flexible material system than classic deferred rendering, but it does mean that all geometry will need to be drawn twice.

Michael also promises more articles on this topic in the future, so this should be interesting to watch. You can go take a look at the article here.

27Nov/092

Instanced Deferred Render

Nemo Krad (of RandomChaos) continues to tease us with yet another video of his Deferred Render Instancing sample.

Let's hope he releases the code soon, because what he's doing there definitely looks sweet, and there can never be too many samples about deferred rendering, or instancing!

See all his posts about this so far, here.