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#Actualcozzie

Posted 05 March 2013 - 12:42 PM

Hi seabolt.
Thanks for the reply.

- on the if statements i might have a solution, i could load several copies of the appropriate effect with varying max pointlights defined. Then i can select and render using the effect that has closest to max point lights (i.e closest to 4, 8 or 16 in my case) for that frame.
For example max is now 16, 3 visible point lights means 13 unneccessary processed point lights in the shader. Using the effect with max4 point lights would reduce that by 12!
- does the failed/ succeeded result go for all d3d(x) functions? (hresult)
- can you explain a bit more on applying a "black" light (/background)?
I know have: 1 up to 3 max directional lights, ambient "light" and a skybox, accompanied by x positional point lights.
Using some ambient light and the skybox, reduces the "need" for having point lights active very far away from the camera (enabling/ disabling these point lights less noticable). I now also mark point lights visible which are in frustum but not visible, i.e occluded)

For testing the frustum sphere culling i'm gonna render spheres with transparant material with matching position to the point lights (and radiuss == lightrange). To see where it goes

#2cozzie

Posted 05 March 2013 - 12:41 PM

Hi seabolt.
Thanks for the reply.

- on the if statements i might have a solution, i could load several copies of the appropriate effect with varying max pointlights defined. Then i can selected and render using the effect that has closest to max point lights (i.e closest to 4, 8 or 16 in my case) for that frame.
For example max is now 16, 3 visible point lights meand 13 unneccessary processed point lights in the shader. Using the effect with max4 point lights would reduce that by 12!
- does the failed/ succeeded result go for all d3d(x) functions? (hresult)
- can you explain a bit more on applying a "black" light (/background)?
I know have: 1 up to 3 max directional lights, ambient "light" and a skybox, accompanied by x positional point lights.
Using some ambient light and the skybox, reduces the "need" for having point lights active very far away from the camera (enabling/ disabling these point lights less noticable). I now also mark point lights visible which are in frustum but not visible, i.e occluded)

For testing the frustum sphere culling i'm gonna render spheres with transparant material with matching position to the point lights (and radiuss == lightrange). To see where it goes

#1cozzie

Posted 05 March 2013 - 12:38 PM

Hi seabolt.
Thanks for the reply.

- on the if statements i might have a solution, i could load several copies of the appropriate effect with varying max pointlights defined. Then i can selected and render using the effect that has closest to max point lights (i.e closest to 4, 8 or 16 in my case) for that frame.
For example max is now 16, 3 visible point lights meand 13 unneccessary processed point lights in the shader. Using the effect with max4 point lights would reduce that by 12!
- does the failed/ succeeded result go for all d3d(x) functions? (hresult)
- can you explain a bit more on applying a "black" light (/background)?
I know have: 1 up to 3 max directional lights, ambient "light" and a skybox, accompanied by x positional point lights.
Using some ambient light and the skybox, reduces the "need" for having point lights active very far away from the camera (enabling/ disabling these point lights less noticable). I now also mark point lights visible which are in frustum but not visible, i.e occluded)

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