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.
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.
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.
Previous Entry
Bullet physics 0, game implementation stuff 1
Comments
evanofsky
Infinite shadow-casting lights in two passes? Please explain.
October 18, 2011 02:56 PM
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).
It's a handful of existing techniques put together in a new way (I think).
October 19, 2011 05:10 AM
Advertisement
Latest Entries
You wish, but you don't have the cahones
1941 views
Wankers
1833 views
GCAP
1507 views
Metal Clad Men On Horsies - With Sticks!
1605 views
Portals are almost correct too
1197 views
STAGE ONE COMPLETE
1332 views
A special case of a closed subspace
1561 views
Advertisement