@YTN wrote:
How do you guys handle multiple shadow casting lights and forward rendering?
The most common way seems to be having multiple shadowmaps (one per light shadow casting light), and then rendering each model using each shadowmap.
However, that seems highly inefficient. I am wondering if there's any other ways to tackle this. Anyone have any techniques that make this more efficient?
Do you limit your shadowcasting lights etc? If so, how many of each light type?
Thanks!
Posts: 1
Participants: 1