Today I'm testing a new small scene,those annoying strip line show up again.
Soon I have got new idea to test them,by switch my compositor mode between ShowLit/ShowDiffuse/ShowNormal/ShowDepth,I find the problem!
The problem is--those line only appear in normal map,then I rewrite the code of DeferredShading/LightMaterial/Geometry
Code: Select all
texture_unit GBuffer1_DiffSpec
{
content_type compositor DeferredShading/GBuffer mrt_output 0
tex_address_mode clamp
filtering none
}
texture_unit GBuffer2_Normal
{
content_type compositor DeferredShading/GBuffer mrt_output 1
tex_address_mode clamp
//So use bilinear filter here
//filtering none
}
texture_unit GBuffer3_Depth
{
content_type compositor DeferredShading/GBuffer mrt_output 2
tex_address_mode clamp
filtering none
}
Also,there is another problem in Ogre's deferred shading,have you noticed how serious aliasing phenomenon,especially in non-vertical lines Is that congenital? Aliasing is not so much serious in Forward pipeline.