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*[http://bat710.univ-lyon1.fr/~jciehl/Public/educ/GAMA/2007/Deferred_Shading_Tutorial_SBGAMES2005.pdf Deferred Shading Tutorial] | *[http://bat710.univ-lyon1.fr/~jciehl/Public/educ/GAMA/2007/Deferred_Shading_Tutorial_SBGAMES2005.pdf Deferred Shading Tutorial] | ||
*[http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf Deferred Rendering in Killzone 2] | *[http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf Deferred Rendering in Killzone 2] | ||
== TODO List == | |||
*Implement Cascaded Shadow Map | |||
*Use effect system instead of hard-coded shaders | |||
*Convert existing shaders to deferred rendering | |||
*Add spotlights as animations | |||
**Modify shadows to allow multiple casters (limited list) | |||
**Implement a priority list of light sources, based on priority and distance from the viewer | |||
**Add new animation to link a light source to a model | |||
*Tidy up the architecture | |||
*Restore depth partitioning using depth ranges |
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