Introduction to the DirectX 9 Shader Models - Nvidia
Introduction to the DirectX 9 Shader Models - Nvidia
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