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.