David, Interesting. I'll read some of the papers on this later this week when I have some more time. Based on my cursory glance at the wikipedia entry on 'deferred rendering,' am I understanding correctly that what's primarily done is to use the Z-buffer to cut down on the amount of geometry that has to be lit? If so, I think that's pretty close to the technique we're using currently. The scene is rendered with a global light (the sun or moon), and then the individual lights are additively blended into the scene with the depth test set to LEQUAL, so any geometry discarded by the depth test won't be shaded. Am I missing some other obvious benefit of deferred rendering? I do tend to be a bit oblivious at times (especially this early in the morning...)
-Chris B On Sat, Dec 6, 2008 at 8:02 AM, David Spilling <[EMAIL PROTECTED]> wrote: > Chris, > > Not that it really answers your direct question, but have you tried looking > at a deferred rendering approach? With that many lights I would have thought > the performance benefits would be good. > > David > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org