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Kromster
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I'm trying to build a deferred rendering technique in an OpenGL engine, but I can't figure how I could get more than the limit of 32 lights.

I use an array in my shader, feed light properties ininto this array then loop through it and compute lightning, butIbut I can't use get more than 32 cells initems into my array.

What is a better alternative to this?

I'm trying to build a deferred rendering technique in an OpenGL engine, but I can't figure how I could get more than the limit of 32 lights.

I use an array in my shader, feed light properties in this array then loop through it and compute lightning, butI can't use get more than 32 cells in my array.

What is a better alternative to this?

I'm trying to build a deferred rendering technique in an OpenGL engine, but I can't figure how I could get more than the limit of 32 lights.

I use an array in my shader, feed light properties into this array then loop through it and compute lightning, but I can't get more than 32 items into my array.

What is a better alternative to this?

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What are the alternatives to OpenGL arrays for deferred rendering?

I'm trying to build a deferred rendering technique in an OpenGL engine, but I can't figure how I could get more than the limit of 32 lights.

I use an array in my shader, feed light properties in this array then loop through it and compute lightning, butI can't use get more than 32 cells in my array.

What is a better alternative to this?