Graphics Reference
In-Depth Information
...
perObject.View = viewMatrix;
perObject.InverseView = Matrix.Invert(viewMatrix);
perObject.Projection = projectionMatrix;
perObject.InverseProjection = Matrix.Invert(projectionMatrix);
...
m.Render();
}
gbuffer.Unbind(context);
// Optionally restore previous render targets
context.OutputMerger.SetRenderTargets(this.DepthStencilView
, this.RenderTargetView);
... use G-Buffer for screen-space rendering
The following image shows the resulting G-Buffer contents:
G-Buffer contents from top-left: diffuse/albedo, view-space normals, specular power, specular intensity, depth,
and lastly view-space positions reconstructed from depth and screen coordinates (center is 0,0,0 or black).
 
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