
268 IV Mobile Devices
Figure 2.1. The render targets for deferred rendering: from left to right, final image, normals, encoded
depth, and albedo color.
normal) information to a texture and then doing a second pass of geometry with
the diffuse textures to produce the final image. As this technique processes the
geometry twice, if the application is limited by vertex processing then this tech-
nique may not be the best option. However, if the application is limited by
fragment operations, then this technique may be a good option because it uses
less memory and therefore less memory bandwidth than other techniques.
OpenGL ES 2.0 and 3.0. Light pre-pass rendering ...