I've been looking over this tutorial to see if I missed something in my Point-Light implementation. And I found this part:
Quote:
Since we are using geometry to render the lighting, we need to handle the case when the camera is inside the light volume. Here we change the CullMode render state so that it either culls interior faces when the camera is outside the object, or it culls exterior faces when the camera is inside the object. Normally this would be set to Counter-Clockwise, which remains our default when outside the object.
Simply detect when the camera is inside the object and set the CullMode to Clockwise to handle the other case.
Another issue you may notice with this is when the camera is entering a light volume, especially the point light sphere. At this point, part of the screen is inside the object, and the rest is outside, so we need to set CullMode to None here to handle both cases without creating visual glitches.
Why would I have to do this? I just set the CullMode to "Front" and it works fine for me, since it's a sphere for a point-light.
Now I'm not sure if I get any issues when I do it this way... I just want to make sure that I don't get problems because of this later, so I'm asking here if someone knows the difference.