GameDevTecnico / cubos

A still very barebones game engine focused on voxels and data-oriented programming
https://gamedevtecnico.github.io/cubos/
MIT License
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Split deferred shading pass into multiple draw calls, one for each light #1221

Open RiscadoA opened 1 month ago

RiscadoA commented 1 month ago

Solution

Each light = one screen quad draw call, with additive blending enabled.

RiscadoA commented 6 days ago

We're unsure on whether this would speed up stuff or not. We should experiment and measure the results, along with #211.