XNA 4.0 version of the Deferred Rendering code

Roy Triesscheijn just posted an updated version of the code he obtained after following my Deferred Rendering tutorial.

You can read all about it on Roy’s blog, here.

So we now have a working 4.0 version of the tutorial. 🙂 Thanks, Roy!

  • http://Website Larry


  • http://www.nelxon.com Nelxon

    Nice! The deferred rendering tutorial has been useful since XNA 2.0. This updated version was greatly needed.

  • http://Website dani


    I have a question that is not related with the post here, but having experience with XNA and XBOX maybe you can help me. I couldn’t find your email address here, so I thought of writing you this way, and asking you to reply with an email, in which I’ll write you the problem itself. Basicaly I want to develop an application that will run on an xbox 360, and from which to start some games.


  • http://www.trevorself.com Qorthos

    There’s a bug in the this code as well as the original. The vertex shaders offset the texcoords by a halfPixel (which really should be a halfTexel) in the wrong direction. This leads to artifacting around the edge of the models.

    This is wrong:
    output.TexCoord = input.TexCoord – halfPixel;
    This is right:
    output.TexCoord = input.TexCoord + halfPixel;

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