Quote:
that seems to be the idea but the lighting is much more efficient than adding a render pass for each light to the whole screen like you do it with DS
I wasn't aware that deferred shading normally does each lighting pass to the whole screen -- hence the confusion here tongue I've never actually read much on deferred shading. For the summer contest last year I had a deferred renderer that rendered each light as a sprite so that if the light's range occupies very little screen space, the lighting would be calculated on very few pixels.

Of course, it needed a little work (everything was out by half a pixel, and if the sprite passed just behind the camera it would get clipped away completely, removing the effects of the light), but I guess it's a similar thing.

And of course, it was still just deferred shading -- not a light pre-pass rendering chain.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!