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multiple lights, blocking geometry

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Hi, I'm applying all relevant lights in my scene during one pass, additively, in a shader. So, the geometry I submit is transformed, projected, and lit by all the lights. I can make these lights use an angle too, so I can handle spotlights in the same shader as point lights. But how is blocking geometry handled? How do I stop a red light affecting the corridor behind a wall it's on? Thanks.

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You'll want to cull all lights away that are guaranteed to not affect the geometry you're rendering. This can for example be done by checking if the geometry intersects the the lights bounding volume and some sort of portal/region sytem (Advanced Light and Shadow Culling Methods (2006) or occlusion culling.

The "rest" is standard shadowing, most likely using some form of shadow mapping. I think there are a few papers on developer.nvidia.com covering the basics and sample implementations for OGL and D3D.

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