March 23, 2012

Deferred Lighting on PS3


After almost 4 weeks trying to work out Deferred lighting on the PS3, we did it!! Thanks to the help and knowledge of almighty Richard, we were able to render to multiple phases and output the results on a PS3, something quite similar to what is shown on the initial image.

But less words, more action:



As explained in Richard's tutorial, the deferred lighting for the PS3 uses the same idea but instead of OpenGL, we use GCM, so changes from FrameBuffers to Surfaces or GLSL to Nvidia's CG language where among few inconveniences we encounter to make this demo work, but we never gave up.

I'll make another post with more details about many experiences we had during development.

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