Blog about random ideas about game development, geometry and computer graphics
Tuesday, June 30, 2009
Deferred Virtual Texture Shading 4
Reading a post at gameangst made me realize yet some more advantages to my "Deferred Virtual Texture Shading" (*sigh* i really need to think of a better name for this!) idea:
It's possible to exclude/include objects from the influence of lights, this makes it easier to make sure that you won't have light bleeding through walls when a light doesn't actually cast any shadows.