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[quote] When we last had dynamic lighting it caused significant slowdown for some people[/quote]
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[quote] When we last had dynamic lighting it caused significant slowdown for some people[/quote]
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When we last had dynamic lighting, it worked by creating additional GL suns in the old school render pipeline. BAR-style deferred lighting works as a fragment shader, which is:
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When we last had dynamic lighting, it worked by creating additional GL suns in the old school render pipeline. BAR-style deferred lighting works as a fragment shader, which is:
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- an entirely different method
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- an entirely different method
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- has nearly constant cost (having 0 and 1000 lights still costs the same amount of shading every screen pixel, but not much more)
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- has nearly constant cost (having 0 and 1000 lights still costs the same amount of shading every screen pixel, but not much more)
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- does not affect performance on lower-end GPU's (e.g. intels) because Spring shoots down GLSL on those GPU's anyway
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- does not affect performance on lower-end GPU's (e.g. intels) because Spring shoots down GLSL on those GPU's anyway
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[quote]Looking forward to the next "drunk mapmaker vlog".[/quote]
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I guess i'll have to finish isar now :)
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