Multiple Light Sources - Framework


For the forward-pass renderer there are fundamentally two ways of rendering with multiple lights:
  1. Every light in a single pass
  2. Multiple lights per pass over multiple passes
    From a source-code perspective it is possible to write a single shader that scales over both possibilities but it might be possible to optimize performance by implementing seperately. The basic trade-off is against API overhead versus extremely long/complex shaders (which are harder for the GPU to swallow).


JHoxley wrote Aug 30, 2007 at 5:31 PM

Added to the alpha-2 milestone

wrote Aug 30, 2007 at 5:31 PM

wrote Feb 12, 2013 at 11:33 PM