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Simultaneous rendering. Question Nr. 2

Last post 08/11/2009 18:04 by Catalin Zima. 4 replies.
  • 07/11/2009 9:39

    Simultaneous rendering. Question Nr. 2

    Can I render ONE scene using ONE effect from DIFFERENT VIEWS to DEFFERENT render targets? (invoking Mesh.Draw() only once per mesh in Game.Draw(GameTime) of course...)
    P.S. I guess that no, but I can ask... right?
  • 07/11/2009 10:33 In reply to

    Re: Simultaneous rendering. Question Nr. 2

    Answer
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    ernestasju:
    invoking Mesh.Draw() only once per mesh in Game.Draw(GameTime) of course...


    Your guess is correct. You need to draw the model once for each render target you want to draw it to in XNA.

    I think you can do what you want in DirectX 10, as far as I know... but that's DX10, and not usable from XNA
  • 08/11/2009 9:47 In reply to

    Re: Simultaneous rendering. Question Nr. 2

    Thanks.

    P.S. Simultaneous rendering of one scene using single shader would be very useful for lighting and shadowing optimization... To bad that it is not possible... :(
  • 08/11/2009 17:59 In reply to

    Re: Simultaneous rendering. Question Nr. 2

    Why couldn't you just use multiple render targets, and rewrite your shaders so they output different color values for each RT? (Or am I misunderstanding the question?)
  • 08/11/2009 18:04 In reply to

    Re: Simultaneous rendering. Question Nr. 2

    He wants to use different view/projection matrices for each separate result.
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