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Introduction to the DirectX 9 Shader Models - Nvidia

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Single Pass Lighting?<br />

• Shadow Volume Approaches require<br />

each shadowed light <strong>to</strong> be handled<br />

separately<br />

– Because <strong>the</strong>y ei<strong>the</strong>r use <strong>the</strong> stencil or<br />

dest alpha <strong>to</strong> s<strong>to</strong>re occlusion info<br />

• Which are single resources<br />

• Shadow Maps allow multiple lights <strong>to</strong><br />

be performed in one pass<br />

– Once <strong>the</strong> shadow maps are created, each<br />

light can perform shadow test & lighting<br />

calcs in one pass

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