tag:blogger.com,1999:blog-398682525365778708.post4128006808097266842..comments2023-07-06T02:40:05.577-07:00Comments on Diary of a Graphics Programmer: Renderer DesignWolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-398682525365778708.post-71716674102822274532008-01-15T10:33:00.000-08:002008-01-15T10:33:00.000-08:00Could you elaborate any further ? First, how do y...Could you elaborate any further ? <BR/>First, how do you handle alpha-blend objects (ignore and sample opaque shadow ? or shadow map separately).<BR/><BR/>Also, why keep them separate if you are lighting deferred ? If you keep them separate, how does the shadow value match to the appropriate lighting value (ie how do you match up a shadow value for light N to the lighting value for for light N). Or are you just approximating ?Unknownhttps://www.blogger.com/profile/17274264502531105458noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-86733261412823145982008-01-12T11:37:00.000-08:002008-01-12T11:37:00.000-08:00The shadow collector is a screen-space texture tha...The shadow collector is a screen-space texture that holds all the shadow data from all shadow sources. It is usually in screen size or MSAA'ed screen size, which means 1280x720 or 1600x1200.<BR/>Light buffer keeps light data only. That means only the light properties of the lighting equation. This light buffer is later used to re-construct the lighting equation.Wolfgang Engelhttps://www.blogger.com/profile/11031097395025597662noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-48478683855201129942008-01-05T18:45:00.000-08:002008-01-05T18:45:00.000-08:00I'm confused about what you mean by"shadow collect...I'm confused about what you mean by<BR/>"shadow collector" and a "light buffer" here.<BR/><BR/>Could you eloborate?Unknownhttps://www.blogger.com/profile/08152415100879743817noreply@blogger.com