Light Culling
i've applied frustum culling to decide if render a light or not and works fine. but it's not enough: could happen that a wall is between the light and the camera so i shouldn't render it also if it's in the frustum. How can i do? any advices? [Edited by - b3rs3rk on September 1, 2004 8:54:48 AM]
You are talking about occlusion culling from lights POV. Here things can get very complicated. Start by implementing shadows in your engine.
You should never let your fears become the boundaries of your dreams.
Quote:
Original post by b3rs3rk
which is the best algorithm i should use?
There is no 'best' algorithm. Use the one that fits your needs.
You should never let your fears become the boundaries of your dreams.
you could store the distance between the light and a vertex in a texture coordinate
and use this to perform the culling
get the CG browser from nvidia they have a effect called fragment culling
i think this could be used as some sort of light culling
and use this to perform the culling
get the CG browser from nvidia they have a effect called fragment culling
i think this could be used as some sort of light culling
http://www.8ung.at/basiror/theironcross.html
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