Would this approach also be used if there is a lot of light-emitting particles in a game/scene? I mean then the lists will need to be updated constantly due to the life-cycle of the particles
arshbuch
Since every object in a scene has multiple light sources affecting it, it seems like we are going to have to use smart techniques to not have memory errors.
Would this approach also be used if there is a lot of light-emitting particles in a game/scene? I mean then the lists will need to be updated constantly due to the life-cycle of the particles
Since every object in a scene has multiple light sources affecting it, it seems like we are going to have to use smart techniques to not have memory errors.