@MJP Thank you for expanding on the approaches. So helpful. Clustered makes a great deal of sense to me. Personally I am not creating vast worlds with thousands of lights so I am hoping profiling a simpler classic apprach will meet my needs. Also I am finding keeping to a sensible time target for development and learning tricky given the steepness of the learning curve for some items. I am having to choose roadmap items very tightly now. Anyway thats a subject for a different post…
Best Practice For Treating Light Volumes in Deferred Lighting Pipline
@Juliean Huge Sincere Thanks, Juliean. I have been stuck on this for over 24 hours. I clearly misunderstand how the blend function works and need to research. I am struggling to see why your correction works… my understanding was that glBlendFunc(GL_SRC_COLOR, GL_DST_COLOR) would add the previous and new values together for the frag and clamp to upper boundary of 1.
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