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bluecri edited this page Sep 28, 2018 · 25 revisions

Render Process


1. Normal Object Draw

  • Object draw to G-Buffer(4 texture : position, color, normal, depth)

  • Objects depth draw per Object -> create shadow mapping texture

  • Use 1 texture (8192 x 6144)

Light Size Num Limit
Directional Light 1024 x 1024 8
Spot Light 512 x 512 32
Point Light 128 x 128 32
Deferred Light None INF
* Draw screen with above 5 textures
> Position Texture     ──┐
> Color Texture        ──┤
> Depth Texture        ──┤
> Shadow Texture       ──┤       ┌── Bloom Texture
> Deferred Light Info  ──┴───────┴── Screen Texture

2. Skybox Draw

  • draw skybox with 6 texture


3. Particle draw

  • Draw particles in premade updated particles with instancing

  • Instancing (Use same model & different color, pos, size)


4. PostProcess


4.1 HDR (mipmap)


4.2 Bloom (do blooming)


4.3 FXAA (Anti-aliasing)

Reference :

5. box(ui) draw


6. Text Draw

Use text Texture

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