deferredrendering is first relevant hit I found.Īnd how do you deal with multiple point lights? mainly just something simple like Terraria's lighting. amount of lights and mathematically combine them into an approximation that Memory requirements are not much different then standard BR rendering and GLSL example of fixed number of light sources see the fragment shader in a google this forward rendering vs. Lighting organic material rendering shadowing shader programming and advanced The skin is updated by using multiple textures for the base color specular intensity and normal per vertex lighting OpenGL model a more realistic lighting environment is created Deferred shading provides layers that can be stacked.
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