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scott escreveu:
> Another interesting idea is deferred shading. With this as you go
> through the geometry of your scene you don't calculate final lit colour
> values, but values to describe the 3D surface at each screen pixel
> (texture colour, normal, shinyness etc). This is relatively fast as no
> lighting calculations are done. Then once you've drawn all the geometry
> you end up with a simple 2D array of what is visible. With this you can
> then run a pixel shader over it to calculate the final colour values.
> The advantage is you don't have to put your lighting code in the shaders
> for each model, the lighting calculations only get done for pixels that
> are visible in the final image, and it is very cheap to add more lights
> to the scene. Example here: http://www.youtube.com/watch?v=hBtfryQBAlk
it's pretty much lazy evaluation for rendering. :)
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