Solution for rendering multi lights useing GLSL:
- multi pass
pass 0 (light 0) + pass 1 (light 1)!
but how do I do multi pass in IRR?
- for in the main() shader
for(i=0; i<lightsCount; i++) ...
but I think that shaders must have full unrolled loops!
(any one know about this in Shader Langage 2.0?)
Solution multi lights and multi pass?
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- Posts: 101
- Joined: Wed Feb 15, 2006 4:22 pm
- Location: RO
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- Posts: 101
- Joined: Wed Feb 15, 2006 4:22 pm
- Location: RO
After a bit of search I think IRR don't support mult pass! (just some 1-2 pass with bleding, but how about X pass)
and Shader 2.0 don't support unrolled loops (Shader 3 or 4 will) and must have const index (ex: light[ const ]. ...)
and Shader 2.0 don't support unrolled loops (Shader 3 or 4 will) and must have const index (ex: light[ const ]. ...)
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