Carefully Design your Lighting

Use Texture Compression

  • Per-vertex lighting is less expensive than per-fragment lighting.
  • Use as few lighting sources as possible (usually one light source is enough).
  • Use simplified, tailored lighting calculations.
  • Use light ranges to reduce the illumination area.
  • Pre-calculate your lighting effects by putting them into textures.

Revision #1
Created 2023-02-20 05:07:48 UTC by Tsuyoshi.Kato
Updated 2023-02-20 05:08:03 UTC by Tsuyoshi.Kato