3 ms·
>> the ghost of NAN past will visit you, just be careful. LOL, solid advice. Early openGl only allowed 8 lights in a lighting pass. So if you had a bunch of li
by adamredwoods 5y ago
>> the ghost of NAN past will visit you, just be careful.
LOL, solid advice. Early openGl only allowed 8 lights in a lighting pass. So if you had a bunch of lights, you'd have to find the closest ones and just use those. One technique I liked was the index deferred lights, which at the time could run on older hardware that didn't have use of floating point buffers:
https://mynameismjp.wordpress.com/2012/03/31/light-indexed-deferred-rendering/ https://mynameismjp.wordpress.com/2012/03/31/light-indexed-d...
- DiabloD3 5y agoThat is when hardware light rendering still existed. We haven't used that in about 15 years.
- chrisseaton 5y agoWhy’s this downvoted? Is it not true? I thought lighting was done in software these days?
- pjmlp 5y agoIt is true, although a specialized form of software that requires extra hardware, GPUs.
- tinus_hn 5y agoIt’s not really software vs hardware, it’s the fixed function pipeline api vs the shader api. The fixed function pipeline api only does one thing one way with a lot of limitations while the shader pipeline can basically do anything (doesn’t even have to be rendering a 3D scene) as long as it’s fast enough for your purpose.
- chrisseaton 5y ago> It’s not really software vs hardware, it’s the fixed function pipeline api vs the shader api. ...that sounds like software vs hardware though? Lighting used to run as a fixed (hardware) function and now it runs via a shader (software) function.