>
> 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
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