(back to topic.. )
Just a thought, but wouldn't this technique be nice for a transparent pass when using deferred rendering?
First get max Z in tile to cull lights, then store min-max depth of each light in tile to use during forward rendering pass?
Method might also be nice for Vita as you render in tiles rendering already, to know which lights are visible in each tile might be more worthwhile than going for a fully deferred renderer.
Just a thought, but wouldn't this technique be nice for a transparent pass when using deferred rendering?
First get max Z in tile to cull lights, then store min-max depth of each light in tile to use during forward rendering pass?
Method might also be nice for Vita as you render in tiles rendering already, to know which lights are visible in each tile might be more worthwhile than going for a fully deferred renderer.