OpenGL 灯光和延迟着色
OpenGL lights and deferred shading
可以说平行光和点光源的唯一区别是平行光没有衰减系数吗?
另外,大多数游戏都使用延迟着色吗?如果我总共使用少于 10 盏灯,我是否应该在我的应用程序中实施延迟着色?
Is it fair to say that the only difference between directional lights
and point lights is that directional lights have no attenuation
factor?
如果将平行光建模为无限远的点光源,衰减确实是唯一的区别。
Also, do most games use deferred shading?
是的,大多数游戏都使用延迟着色。
Should I implement deferred shading in my application if I use say
less than 10 lights overall?
我个人的建议是,如果您有 2 个或更多光源,则使用延迟着色。
可以说平行光和点光源的唯一区别是平行光没有衰减系数吗? 另外,大多数游戏都使用延迟着色吗?如果我总共使用少于 10 盏灯,我是否应该在我的应用程序中实施延迟着色?
Is it fair to say that the only difference between directional lights and point lights is that directional lights have no attenuation factor?
如果将平行光建模为无限远的点光源,衰减确实是唯一的区别。
Also, do most games use deferred shading?
是的,大多数游戏都使用延迟着色。
Should I implement deferred shading in my application if I use say less than 10 lights overall?
我个人的建议是,如果您有 2 个或更多光源,则使用延迟着色。