逐像素的动态光照将对每个受影响的像素增加显著的计算开销,并可能导致物体会被渲染多次。
Per-pixel dynamic lighting will add significant rendering overhead to every affected pixel and can lead to objects being rendered in multiple passes.
使用延迟光照,光影投射器仍然需要为每个阴影投射渲染一次或者多次。
In Deferred Lighting, shadow casters still need to be rendered once or more for each shadow-casting light.
第一步包括将模型渲染多次。
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