I’ve successfully implemented a deferred shading demos.
I’m trying to optimize it and so I’d like to use light volume.
So for directional light, I use a fullscreen quad like this :
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glBegin (GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
// … restore matrix
Now for a point light, I have got some code to draw a sphere but I’m a bit lost :
Do I need some special texture coordinate or can I just send the vertices and use GLSL for proper lighting ?
Thanks