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Posted 01 November 2012 - 04:00 PM
Posted 01 November 2012 - 05:33 PM
Posted 02 November 2012 - 01:25 AM
I had implemented this back in... 2006 I think, on an entry-level GeForce6.
I was thinking a way around this would be to create an image at run time where each pixel represents the XYZ and intensity of the light as RGBA and send that instead to the shader. That way I could theoretically have a thousand lights with no problems.
Posted 02 November 2012 - 01:50 PM
Posted 04 November 2012 - 04:08 AM
Sure. The data must be there somehow.
I would still be sending light data somehow right?
Yes and no.
And that would be limited by how big I can make my array, or am I not understanding it right?
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