I would just calculate direct contribution first and then scatter/blur that a bit. Should look better and be faster.
Voxel-based lighting
Couldn't you add a single bit for each voxel that tells you of the voxel is already in light list or not?
This is the technique I'm using now with a breadth-first search and it's working a hundred times faster than before. I was using a byte for the lighting value, which is too much space anyway... Thank you all for your suggestions and answers.
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