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Multiple Light Sources - Framework

description

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).

comments

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