Generating cones in a Compute Shader for lighting?

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0 comments, last by belfegor 11 years ago

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.

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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.

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