BionicBytes
01-17-2011, 03:07 AM
I'm using a deferred engine to light my scene and in the outdoor environment everything is working just fine.
However, I've started working on an indoor scene and have noticed that my simplistic approach to deferred lighting is flawed with repect to walls and other 'occluders' - light from a light source behind an occluding wall (or other object) simply passes through them as if they weren't even there.
The deferred lighting pass simply draws 3D bounding volumes and outputs the light colour to an accumulated colour buffer. There is no concept of 'occluing' ojects either in the Gbuffer nor in my engine at all.
My question is: how have people solved this kind of issue.
However, I've started working on an indoor scene and have noticed that my simplistic approach to deferred lighting is flawed with repect to walls and other 'occluders' - light from a light source behind an occluding wall (or other object) simply passes through them as if they weren't even there.
The deferred lighting pass simply draws 3D bounding volumes and outputs the light colour to an accumulated colour buffer. There is no concept of 'occluing' ojects either in the Gbuffer nor in my engine at all.
My question is: how have people solved this kind of issue.