Hi,
Hope you had a nice week.
I am actually stuck on chosing the best method for rendering multiple lights at once (I would appreciate your opinions).
One method is brute force: render all possibly visible lights by creating and re-allocating VIEW* resources. The second is to initialize a set number of VIEW*s and place them in the positions and angles of the closest lights only (there may only be 8 VIEW*s but 3 omni-lights).
The first method has the highest preformance but causes inconsistent framerate and can be very "laggy" in complex lighting situations. The second is much more "stable" in the sense of framerate but causes visual errors when rendering complex scenes.

Which do you guys prefer? Unforunatley the project framework cannot support both.

-Mike-


http://www.groundtacticsgame.com/
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