im porting my (Desktop) DirectX 9 based game framework(engine) to OpenGL ES 2.0 (Android) for a game that i am working now,
currently i am on the process of porting the lighting implementation (it uses HLSL) and it utilizes multiple lights with multiple render target (DX uses texture surface),
but i am just wondering since based on what i researched initially, OpenGL ES 2.0 does not support MRT,
So, how can i support multiple lights in OGL ES 2.0?
I see some games in android that is utilizing multiple lights (unless they are using lightmaps).
What are the options for this?
Going to Opengl ES 3.0 is not an option as of the moment 'coz the client wants to support as many devices as possbile for the game, unless i'm wrong and OGL ES 3.0 is already available to most if not all Devices?
Sorry for the question/confusion, i am fairly new to OpenGL, spent most of my years with Directx 9 and just shifted to DX 11 last year
Edited by cebugdev, 23 February 2014 - 08:25 PM.