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Re: OpenGL Lighting

by John Tsiombikas <nuclear@[EMAIL PROTECTED] > Aug 19, 2008 at 05:11 PM

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/
 




 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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