Sign in to follow this  

Generating cones in a Compute Shader for lighting?

This topic is 1733 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm using deferred shading, with the lighting done on a compute shader, without using a light buffer, just calculating the lights from position and radius, currently only supporting point lights.Is there a way with decent performance to simulate spotlights as well or do I have to go back to rendering them as cones on a light buffer?I can imagine generating lots of cones each frame in the compute shader would be heavy?Does anyone have experience with this type of thing?More and more I get convinced it's not worth it, it's a lot more convenient when you actualy render shapes for the lights, since it's so much more flexible.

Share this post


Link to post
Share on other sites

In my project (dx9) i use pyramid for both spot and point lights. This way i can easely cull some of the point light "sides" if it is not visible especially when light is casting shadows.

Share this post


Link to post
Share on other sites
Sign in to follow this