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Introduction to the DirectX 9 Shader Models - Nvidia

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Single Pass Lighting?<br />

• Putting multiple lights in one pass<br />

leads <strong>to</strong> some issues<br />

– There is still a limit <strong>to</strong> <strong>the</strong> #of lights per<br />

pass that can be handled<br />

• Due <strong>to</strong> 16 samplers or 8 interpola<strong>to</strong>rs<br />

• Or overly long shaders<br />

– What <strong>to</strong> do when light count exceeded?<br />

• Fall back <strong>to</strong> multi-pass<br />

• Drop or merge ‘unimportant’ lights<br />

– Careful of popping and aliasing

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