Let's assume lights A to H have the same color & intensity, all all of them have Auto rendering mode, so they would be sorted in exactly this order for this object. The brightest lights will be rendered in per-pixel lit mode (A to D), then up to 4 lights in per-vertex lit mode (D to G), and finally the rest of lights in SH (G to H):假设光源A到H都有相同的颜色和强度,且它们的渲染模式都为自动的(Auto),那么它们严格的按照其名字排序。最亮的光源以逐像素光照模式的方式进行渲染(A到D),然后最多有4个光源以逐顶点光照模式进行渲染(D到G),其他光源以球面调和的方式进行渲染(G到H)。
Note that light groups overlap; for example last per-pixel light blends into per-vertex lit mode so there are less "light popping" as objects and lights move around.注意不同的光照组间有重叠,如,最后一个逐像素光源也以逐顶点光照模式的方式渲染,这样能减少当物体和灯光移动时可能出现的"光照跳跃"现象。| 欢迎光临 纳金网 (http://go.narkii.com/club/) | Powered by Discuz! X2.5 |