John Tsiombikas wrote:
> Deferred lighting is indeed a great solution for the multiple
> lightsource problem, but I can't see how the OP could use it,
> since he needs to illuminate transparent geometry.
By spliting the scene into layers of depth (-> depth peeling),
illuminating each layer individually and then merge them into
the final scene.
In my 3D engine I use deferred shading a lot, but with some
twists like the one described above to allow for FSAA and
translucency.
Wolfgang Draxinger
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