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Posted 04 January 2012 - 04:49 AM
Posted 04 January 2012 - 10:35 AM
Posted 04 January 2012 - 12:06 PM
Perhaps. Another alternative is multipass lighting (where you render the object multiple times - once for each light - and additively blend the results).
I kind of don't think normal mapping should be the tipping point that pushes you to deferred rendering (rather it should be that all your shaders are getting too complex needing to support all the lights). Normal mapping doesn't really add too much complexity to your shader, and the extra texture fetch may not be as much of a perf issue as you think if your shader is ALU-bound (which it may be if it is calculating lots of lights). Only one way to find out.
Posted 04 January 2012 - 02:15 PM
Posted 04 January 2012 - 03:43 PM
The only problem with this approach is that my way of working is to bound an object with a shader in 3d studio, and then my engine pipeline reads the shader associated, and draws the object with it, but I think I can't use this method anymore with multipass lighting. Am I wrong?
Also, sorry about my ignorance, but what do you mean, when you say ALU-BOUND?