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#ActualCryZe

Posted 29 January 2013 - 02:20 AM

But what if you would test whether a light actually should be covering the individual pixels inside this loop and skip all the lights, that shouldn't? The only difference to a tile-based deferred renderer would be, that the light culling is performed per pixel instead of per tile. But you wouldn't have all the BRDF, transparency, bandwidth and Anti-Aliasing issues. It would basically be a worse version of a light indexed deferred renderer, because the list of lights is not precomputed.

#2CryZe

Posted 29 January 2013 - 02:11 AM

But what if you would test whether a light actually should be covering the individual pixels inside this loop and skip all the lights, that shouldn't? The only difference to a tile-based deferred renderer would be, that the light culling is performed per pixel instead of per tile. But you wouldn't have all the BRDF, transparency, bandwidth and Anti-Aliasing issues.

#1CryZe

Posted 29 January 2013 - 02:10 AM

But what if you would test whether a light actually should be covering the individual pixels inside this loop and skip all the lights, that shouldn't. The only difference to a tile-based deferred renderer would be, that the light culling is performed per pixel instead of per tile. But you wouldn't have all the BRDF, transparency, bandwith and Anti-Aliasing issues.


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