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Introduction to the DirectX 9 Shader Models - Nvidia

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Single Pass Lighting?<br />

• It makes sense <strong>to</strong> collapse a single<br />

light in<strong>to</strong> a single render pass if<br />

possible<br />

– Less vertex work<br />

– Less draw calls<br />

– Less bandwidth<br />

• Not really an issue if shader bound<br />

– Perf scales linearly with # of lights

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