forward+? forward? or deferred rendering
Hi @ccandy and welcome,
It’s using forward rendering, here is the source code of the relevant class in the engine:
Thanks @Leonidas
Since I am new to web base game development.
I am wondering is that possible to develop deferred rendering in web-game engine?
Thanks
It’s believe it is possible and I think three.js had it at one point but I think they’ve deprecated it though.
I am interesting in is any solution to render multiple lights in playcanvas?
You are quite lucky on this, PlayCanvas is the first WebGL engine that offers a robust implementation of clustered lighting. Meaning you can render multiple lights with minimal performance cost.
Here is an example:
when you use clustered lighting, it’s forward+
well, yes or no, there also cluster deferred lighting. cluster only meaning you cut light volume into cluster and maintain light list. you can also create g buffer and do deferred lighting.
well sure . but playcanvas is a forward engine as was mentioned early on … when you add clustered lighting, that does not change.