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rssdr_renderTarget (dr_rendertarget)

Category:script
Author(s):Ren712
Downloads:444
Rate:You need to be logged in to vote
Rating:3 (2 Votes)
Description:
Resource: dr_rendertarget v0.1.2
Author: Ren712

Description:
This resource provides render targets for deferred lighting resources
and some exported functions for it's management.
The purpose of this resource is to give an efficient alternative to
dynamic lighting resource and introduce deferred rendering
approach. Light (or any other effect) is produced after world is rendered
based on information (scene depth, world normals, texture color) generated before.

Exported functions:
RTColor, RTDepth, RTNormal = getRenderTargets()
fadeEnd, fadeStart = getShaderDistanceFade()
applyNormalMappingToTextureList(texList) -- provided normal maps in second texture state
applyNormalMappingToTexture(texName)
applyNormalMappingToObject(myObject)

More detailed description is presented here:
https://gamedevelopment.tutsplus.com/articles/forward-rend..edev-12342

Requirements:
Shader model 3.0 GFX, MRT and readable depth buffer in PS access.
...

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Version history

Version Publish Date Changes
0.1.2 2021-01-26 07:39:15 -update for vehicle effect Download
0.1.1 2020-04-20 22:41:37 -added blur for normal map texture to smoothen object normals Download
0.1.0 2020-02-01 23:26:24 -fixed depth related issues -support for primitive3D lights/effects Download
0.0.9 2019-04-06 18:11:09 -fixed windscreen texture culling (GTASA bug) -added vehicle reflection maps Download
0.0.8 2019-04-02 21:21:57 -some optimizations
-added grass effect influence
Download
0.0.7 2019-03-31 22:17:36 -disabled testing preview Download
0.0.6 2019-03-31 21:53:30 -disabled ZWriting for windshields
-readjusted the projective texture coordinates
Download
0.0.5 2019-03-26 22:32:56 First public release Download