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Posted 25 August 2013 - 08:05 AM
Posted 25 August 2013 - 12:25 PM
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.
My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com
Posted 25 August 2013 - 12:28 PM
Shadow texture atlas.
Posted 25 August 2013 - 12:43 PM
How do Left 4 Dead or Counter-Strike: Source deal with this?