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Sunday, October 4, 2009 | Permalink
This demo illustrates a fairly simple technique for creating seamless decals on arbitrary geometry. This is done by rendering a convex volume (such as a sphere or a box) around the decal area. Using the screen position and the information in the depth buffer the local position within the decal volume is computed. This is then used as a texture coordinate into a volume texture containing the decal. To get unique looking decals a random rotation is applied on each individual decal volume.
The decal pass is rendered at the end of the g-buffer pass in a deferred renderer and simply alters the diffuse and specular intensity parts while leaving the normals unchanged. The lighting can then be done as usual.
This demo should run on Radeon HD 2000 series and up, as well as GeForce 8000 series and up.