"Infinite" number of lights - breaking the hardware limits

Published October 15, 2011
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It's a small blog mention @ http://www.asmcommunity.net/board/index.php?blog=751;sa=topic;id=51

Here I describe a way to breach regular hardware limits for the total number of lights, without sacrificing the minimum framerate, and while considering shadowcasting in the same step.
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Comments

evanofsky
Infinite shadow-casting lights in two passes? Please explain.
October 18, 2011 02:56 PM
__Homer__
The technique just involves passing in a sheet of light instances using traditional methods, generating a volume texture representation of the old style occlusion map, and then querying into that from your fragment shader.
It's a handful of existing techniques put together in a new way (I think).
October 19, 2011 05:10 AM
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