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godsenddeath

lighting using Direct3D(9.0c)/HLSL

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i'm reading through the second ed. of Luna's book, and i'm noticing that he doesn't use the D3DLIGHT structure, it just does the math involved manually, has HLSL made the use of D3DLIGHT obsolete?

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To some degree they are, but now that shaders have become easier to use with the introduction of HLSL (rather than the prior version, assembly) people are able to program exactly what the Direct3D pipeline would usually do. Shaders are as you say, a more manual method for doing things such as lighting, but it allows more control over your program and how it is rendered. I don't think that the D3DLIGHT structure will go out for a very long time, it's still used regularly, but more and more commercial games are chosing to program their lights exclusively in HLSL.

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