if there are multiple lights in one area, for example, three point lights, their lighting area are overlapped.
should i create two rendertarget, and render one light to the first buffer, and then add to second buffer?
create rendertarget 0
create rendertarget 1
for each light in lights
render light to rendertarget 0,
render rendertarget 0 to rendertarget 1, use blend add.
render render target 1 to frame buffer.
but when i implement with this method, the overlapped was very brightness, and looks not unreal.
what is the corret method to render multiple lights?
i found a demo :
but i can't see he create any render target or set blend state, why this demo has correct result?