>> the ghost of NAN past will visit you, just be careful.
LOL, solid advice. Early openGl only allowed 8 lights in a lighting pass. So if you had a bunch of lights, you'd have to find the closest ones and just use those. One technique I liked was the index deferred lights, which at the time could run on older hardware that didn't have use of floating point buffers:
https://mynameismjp.wordpress.com/2012/03/31/light-indexed-d...
It’s not really software vs hardware, it’s the fixed function pipeline api vs the shader api.
The fixed function pipeline api only does one thing one way with a lot of limitations while the shader pipeline can basically do anything (doesn’t even have to be rendering a 3D scene) as long as it’s fast enough for your purpose.
LOL, solid advice. Early openGl only allowed 8 lights in a lighting pass. So if you had a bunch of lights, you'd have to find the closest ones and just use those. One technique I liked was the index deferred lights, which at the time could run on older hardware that didn't have use of floating point buffers: https://mynameismjp.wordpress.com/2012/03/31/light-indexed-d...