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11:02 PM
@StephaneHockenhull you could run out of texture samplers? You mean texture binds? or the sampler that samples a texture? you could run out it?
Do you really need that many samplers when you try to do forward rendering? I am surprised...( I am just starting forward rendering )
 
Well at the minimum you'll need to sample every texture in the material, the lightmap, every relevant shadow map, and some kind of envmap or environment probe... then you can start considering the cost of more advanced effects
 
What MickLH said ^^
But TBH I'm using forward on that project because I'm not casting shadows or at least very few and they have to be done with some hacks or shadow volumes. I'm doing a side-scroller game so typical shadow maps don't work that well.
I can't really have every torch and other light sources render their own cube shadow map. Even removing the back and front face that would kill performance on so many GPUs that would otherwise be fine :P
 
Lol yeahhhh.... I think you're stuck with shadow volumes or something even fancier
Actually I really like 2D lighting, it seems more fun than working on 3D lighting, because so many more things are possible
 
I'll probably use the 2D vector collision map to software-calculate cast light as polygons and render that into a 2D light map and fake the hell out of it :)
 
Lol I'd personally count that as "real", you're really doing math! It's a real thing!
"These graphics are so realistic! They look exactly like a real side scroller!"
 
11:15 PM
I'm already using a 2d light map so all the 10000+ particles can cast light on stuff...
LOL
 
I am building 3d graphic engine while destroying performances. ATM I render the scene multiple times over and over just to make sure things are being drawn correctly.
also I render shadow map for each light, destroying the performances.
I wana go home but bus comes at 10... ;_; 4 more hours
 
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