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polyfrag

32 flashlights + shadow maps

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I want to give each of 32 or more players a flashlight that can cast shadows. I'd probably run off the multitexture limit with that many shadow maps plus specular and normal map. How do Left 4 Dead or Counter-Strike: Source deal with this?

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My appologize for just short answer:

 

Deferred shading + shadow maps works. Although you won't have 32 shadows simuateously visible, you just render what you need (which is detectible).

 

For forward renderers you probably need multi pass lighting. Although it's still possible.

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How do Left 4 Dead or Counter-Strike: Source deal with this?


I'm pretty sure they just blend a texture over the scene to add light to where you are looking so they aren't real lights.

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