Light Culling
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]
You are talking about occlusion culling from lights POV. Here things can get very complicated. Start by implementing shadows in your engine.
Quote:Original post by b3rs3rk
which is the best algorithm i should use?
There is no 'best' algorithm. Use the one that fits your needs.
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
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
Basiror: That has nothing to do with this. He is trying to cull things that are hidden from light, not the ones that are to far. That can be achived in other much better ways.
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