[RTSS] How do generated shaders emulate FF lighting model?
Posted: Sat Feb 01, 2014 6:49 pm
As title really - under the fixed function pipeline you can have large numbers of lights of different types. How do RTSS-generated shaders work with lighting? I'll look at some generated shaders but as a non-shader guy, shaders handling multiple lights go a bit beyond what I'm familiar with. It seems a complex topic so I'm guessing RTSS only provides a simple fall-back rather than fully supporting point, cone, etc lights fully?