This Is Not A Pointlight

With the shift in game locales from being outdoors to indoors on a space station, my lighting model needs have shifted.  Previously I was using a single, dominant directional light as the main light source and shadow mapping off of that.  Now that doesn’t make sense, so I need a lot of pointlights instead.  When faced with the decision on how to approach that, I decided to implement a light pre-pass system in my forward renderer instead of a complete rewrite to a fully deferred system.  It’s generally been progressing well until I tried to actually store a pointlight into the lighting buffer and then sample that in place of the standard Phong lighting equation.  Silly me!

This is not a pointlight.  It’s supposed to be, but it isn’t.  Tomorrow, I’m hopeful I’ll get it working and be able to post some great new screen captures.  Right now, however,  life kind of sucks.

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