Sgt. Conker We are "absolutely fine"

23Jan/110

XNA 4.0 Light Pre-Pass

Jorge Coluna posted an article on his site about implementing the Light Pre-Pass technique for rendering in XNA 4.0

Light Pre-Pass in XNA 4.0

Read all about it here.

21Jan/110

XNA 4.0 Light Pre-Pass

Jorge Coluna shares the code and an article of his Light Pre-Pass technique for XNA 4.0. Says the Jorge:

The discussion between pros and cons of different techniques for real-time lighting has been running for years. Forward rendering, deferred shading and light pre-pass are some of the most famous techniques nowadays. Their definitions and variations can be found with a simple search on internet, with all the most complex mathematics, notations and formulas possible. Therefore I will not focus on this.

11Mar/100

Light Pre-Pass

Michael Quandt has posted a write up detailing the theory behind his Light Pre-Pass code he released for educational use previously.

7Mar/100

Return of Light Pre Pass

Word just reached us that there's a new demo of how to use the light prepass technique in XNA. You can find it here.

How does it compare to the other article on light pre pass? Tell us in the comments :)

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.