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Re: OpenGL Lighting

by Wolfgang Draxinger <wdraxinger@[EMAIL PROTECTED] > Aug 19, 2008 at 12:08 PM

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
-- 
E-Mail address works, Jabber: hexarith@[EMAIL PROTECTED]
 ICQ: 134682867
 




 9 Posts in Topic:
OpenGL Lighting
mchristyuk <mark.chris  2008-08-18 12:11:01 
Re: OpenGL Lighting
Wolfgang Draxinger <wd  2008-08-18 21:57:31 
Re: OpenGL Lighting
John Tsiombikas <nucle  2008-08-19 07:58:04 
Re: OpenGL Lighting
Wolfgang Draxinger <wd  2008-08-19 12:08:51 
Re: OpenGL Lighting
John Tsiombikas <nucle  2008-08-19 17:11:34 
Re: OpenGL Lighting
mchristyuk <mark.chris  2008-08-18 13:20:49 
Re: OpenGL Lighting
fungus <openglMYSOCKS@  2008-08-19 13:03:42 
Re: OpenGL Lighting
Wolfgang Draxinger <wd  2008-08-20 00:17:18 
Re: OpenGL Lighting
mchristyuk <mark.chris  2008-08-20 02:20:58 

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