Pre-Pull Request: Deferred Shading

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JeffR
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by JeffR » Sun Jan 17, 2016 4:51 pm
Github branch: https://github.com/Azaezel/Torque3D/tree/Deferred_Complete_3.8

This implements the full deferred shading pipeline. As there's a few things that need fixing with the DX11 branch that Timmy's still looking into, for the moment we'll push forward on giving the Deferred work a test-over so it can be rolled in first. As far as I or Az are aware of, it's all functional, so it should just be a matter of pulling the changes into a build(preferrable a game build!) and testing everything to make sure it all behaves as one expects.
JeffR
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by JeffR » Sun Jan 17, 2016 4:53 pm
Side note: this includes the color linearization stuff as well, so testing this tests that too.
saindd
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by saindd » Mon Jan 18, 2016 1:00 pm
Does this work with the OpenGL version?
JeffR
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by JeffR » Mon Jan 18, 2016 4:10 pm
Yep.
razvanab
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by razvanab » Mon Jan 18, 2016 11:24 pm
I tested on opengl and it runs very slowly.

Spec:
Core 2 duo 1.8 6300
4gb ram
Radeon 6950 1gb ram


Is there any chance to make the src compile on VS2015 also ?
Azaezel
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by Azaezel » Tue Jan 19, 2016 12:16 am
Nils
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by Nils » Tue Jan 19, 2016 10:51 am
Cool stuff!
Thumbs up!
razvanab
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by razvanab » Tue Jan 19, 2016 2:15 pm
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Azaezel


Will this be push to the garage_game development bench ?
JeffR
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by JeffR » Tue Jan 19, 2016 4:18 pm
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razvanab

Az means that in the Deferred_Complete_3.8 branch that we'll be testing to make sure the Deferred stuff is ready, he's merged in those OpenGL fixes that Lopuska made.

Once this branch has been sufficiently tested though, yes, it will be PR'd and rolled into the main repository. So, if you'd like to see that happen sooner, feel free to grab it and do some testing :)
saindd
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by saindd » Tue Jan 19, 2016 4:44 pm
Won't deferred shading make the engine much slower?
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