Hi Stevie,
Looks like this approach is for simple shadowmapping, right? I've implemented this as a test before and unfortunately found that it wouldn't be fast enough. Here's why:
1) The lights can each be of different colors, which is part of the puzzle-gameplay of the game. which means that I can't just render 1 pass for all the lights
2) In truth, I actually need to be able to determine which light is responsible for contributing to the solution of the puzzle, so I might even need to be able to separate ALL of the lights. That would be a maximum of 9 lights, meaning 10 render passes per frame... That would be asking a lot, I think!
But I should probably give this some more thought. Even if I could keep it down to 3 passes, it might still be faster than my existing solution.
Thanks for the tip, and let me know if you have any other thoughts!
Looks like this approach is for simple shadowmapping, right? I've implemented this as a test before and unfortunately found that it wouldn't be fast enough. Here's why:
1) The lights can each be of different colors, which is part of the puzzle-gameplay of the game. which means that I can't just render 1 pass for all the lights
2) In truth, I actually need to be able to determine which light is responsible for contributing to the solution of the puzzle, so I might even need to be able to separate ALL of the lights. That would be a maximum of 9 lights, meaning 10 render passes per frame... That would be asking a lot, I think!
But I should probably give this some more thought. Even if I could keep it down to 3 passes, it might still be faster than my existing solution.
Thanks for the tip, and let me know if you have any other thoughts!