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b3rs3rk

Light Culling

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i've applied frustum culling to decide if render a light or not and works fine. but it's not enough: could happen that a wall is between the light and the camera so i shouldn't render it also if it's in the frustum. How can i do? any advices? [Edited by - b3rs3rk on September 1, 2004 8:54:48 AM]

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you could store the distance between the light and a vertex in a texture coordinate

and use this to perform the culling

get the CG browser from nvidia they have a effect called fragment culling

i think this could be used as some sort of light culling

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