karx11erx
05-12-2010, 10:20 AM
I am currently trying to understand deferred shading and have dug up this tutorial (http://www.descent2.de/temp/Deferred_Shading_Tutorial_SBGAMES2005.pdf) which appears to be quite good to me.
I am understanding the idea and the basic concepts, but I cannot follow some of the math and code in the tutorial. Would it be possible that someone takes a look into it (pages 12 - 15) and answers the following questions I have?
What are "object space", "clip space" and "view space" (I reckon view space is just the world as seen by the camera?)
Where does the vertex shader's input "a2v" come from, and what are its normal, tangent and binormal vectors? Why is the normal transformed by using them in the fragment shader?
Sorry, I just don't know enough about this, so I thought I'd ask someone who does. :)
It doesn't make it any easier that I don't really know Cg, but only basic HLSL.
I am understanding the idea and the basic concepts, but I cannot follow some of the math and code in the tutorial. Would it be possible that someone takes a look into it (pages 12 - 15) and answers the following questions I have?
What are "object space", "clip space" and "view space" (I reckon view space is just the world as seen by the camera?)
Where does the vertex shader's input "a2v" come from, and what are its normal, tangent and binormal vectors? Why is the normal transformed by using them in the fragment shader?
Sorry, I just don't know enough about this, so I thought I'd ask someone who does. :)
It doesn't make it any easier that I don't really know Cg, but only basic HLSL.