On 2008-08-19, Wolfgang Draxinger <wdraxinger@[EMAIL PROTECTED]
> wrote:
>
> 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.
That's an interesting idea, haven't thought of that, but is sounds a bit
hackish. I mean, how do you select the appropriate layer depth so that
you get maximum of one visible surface per pixel for each layer?
And if you separate the scene into fine-enough layers to achieve that,
won't you also incur a big overhead?
--
John Tsiombikas (Nuclear / Mindlapse)
http://nuclear.sdf-eu.org/


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