...which all brings me back to the point of why I started
multi-pass rendering in the first place: Why not have a way to tell the renderer which lights effect which entities? That way we could run a visibility check or whatever and just enable the closest 8 lights to any given entity.
An even simpler way that would require a single command would be a LightOcclusion(light,mode) command. This could just run a visiblity check internally between a light and an entity before using the DX light on it when rendering.
multi-pass rendering in the first place: Why not have a way to tell the renderer which lights effect which entities? That way we could run a visibility check or whatever and just enable the closest 8 lights to any given entity.
An even simpler way that would require a single command would be a LightOcclusion(light,mode) command. This could just run a visiblity check internally between a light and an entity before using the DX light on it when rendering.