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Differentiate forward and deferred rendering #106

@Av3boy

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@Av3boy

Forward Rendering

  • Lights calculated per object in the main fragment shader.
  • Few lights
  • mobile/VR

Q: Do we need a separate pre-built shader for this?
A: TBD

Q: Should we set a maximum allowed lights for this? (Current implementation as of writing uses 4 point lights, 1 directional light and 1 spotlight.)
A: TBD

Deferred Rendering

  • G-buffer stores world data
  • lighting is applied in a separate full-screen pass.
  • Many lights
  • more complex scenes

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    coreThe issue is related to the Core library.enhancementNew feature or requestrenderingRendering related issues / questionsshader

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