I don't want to derail from the focus of NJ's original inquiry but
just an aside on the current lighting/material approach in Broomstick
that NJ mentioned was presenting a problem.

It seems that simply turning off a light in a complex scene requires
one to walk each material and invalidating the shader (after
reassigning the light array)? e.g. It's not enough to simply have
materials share a single light Array reference because the array isn't
reconsidered on successive rendering passes.

Also how would one share a material between two different Entity
instances that are affected by different lights in world space if
materials are bound to light instances?

Reply via email to