But I hit the 200 result limit, even when I refined my search as much as possible.
I just wanted to verify what I think is the correct way to handle multiple lights with stencil shadow volumes.
</font>[ol]
[li]Render to z-buffer[/li][li]for each light source[/li][ul][li]<font size=“2” face=“Verdana, Arial”>calculate shadow volumes[]draw them to stencil buffer[]draw lighting with depth test at GL_EQUAL, blended with (GL_ONE,GL_ONE)[/ul][/li]</font>[li]draw final texture pass[/li][/ol]<font size=“2” face=“Verdana, Arial”>The only bit that I wanted to verify was the lighting pass. Is that the right way to handle that, or am I mixing bits and pieces together the wrong way?
The plan was to add all of the lighting contributions, then use GL_MODULATE for the final texture pass, I left it out to simplify the flow chart.
But the chunk for the lighting contributions is correct? That’s really the only bit I was worried about.
My only other question is in regards to fragment shaders. Will blending still work correctly if I use a shader, or will I have to implement that on my own as well?