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Split deferred shading pass into multiple draw calls, one for each light
Solution
Each light = one screen quad draw call, with additive blending enabled.
We're unsure on whether this would speed up stuff or not. We should experiment and measure the results, along with #211.
What's the status of this @tomas7770?
I'll set it as urgent as this should allow some interesting optimizations such as light volume culling (#1180)
What's the status of this @tomas7770?
Nothing has been done yet.