David, Now that I've had a chance to review the literature, this does seem like a much better approach. Of course, convincing everyone to throw away all the work we've done in the mean-time will be an interesting exercise in diplomacy, but it will be worth it.
Thanks for the pointer. -Chris B On Mon, Dec 8, 2008 at 10:01 AM, David Spilling <[EMAIL PROTECTED]> wrote: >> 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? > > From what I understant, that's not quite it. You render the scene with no > lighting, but enough info per pixel to sort out the lighting later (in one > lighting pass). It requires multirender targets, as you need things like the > normal, and (sometimes) the pixel depth, and material properties/material > index. It's a technique that is fairly orthogonal to the normal rendering > approach, but from what I've read seems particularly good for large numbers > of lights. > > However rather than me trying to explain it (badly) I'll defer to the > various papers on it that you can find. There are also some good demos > around. > > 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