3/10/2024 0 Comments Shader light full versionTo make this more concrete my current vertex looks like: #version 130 I am wondering if this is a reasonable idea from the perspective of efficiency. Currently I have one larger shader that handles all the lights together, however now that I am experimenting with shadow maps it seems light it would be better (from a modular design perspective) to have a different shader for each light or at least each light type. ![]() So for example a scene might contain two spotlights or one directional light or one point light and one spotlight etc. Also I want simple shadows using shadow maps. I want my renderer to be able to handle a small number of lights chosen from the types: directional, point, spotlight, and area light. ![]() I am just learning OpenGL and have been following this tutorial. I am making a relatively simple render for a physics engine (something similar to this).
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