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Problem: with current logic, gbuffer based light source will burn its' representation mesh due to being too close to light.
And since only g_light can now render miession, it's not possible to render it sensible for lights.
Either, a) need to figure out how to avoid g_light shader for not causing over burn on, b) add support for emission render in forward render logic
The text was updated successfully, but these errors were encountered:
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Problem: with current logic, gbuffer based light source will burn its' representation mesh due to being too close to light.
And since only g_light can now render miession, it's not possible to render it sensible for lights.
Either,
a) need to figure out how to avoid g_light shader for not causing over burn on,
b) add support for emission render in forward render logic
The text was updated successfully, but these errors were encountered: