Original Post
Hi, I was just wondering how the Doom3 engine renders so many lights in a single frame with bump mapping and specular highlightting. Ok, lets take my card -> ATI Radeon 8500. It has 8 texture stages. So 3 texture stages will be used for diffuse mapping, normal map and 1 for the specular map. Then each light will use texture stage for the light normal and 1 texture stage for the half angle vector for specular mapping. I created a doom3 map with 5 lights touching a single face and all the lights were rendered perfectly ok. The only way I can think that this is hapenning is if Doom3 does multiple passes per frame. So my question is -> Does it? and if so, how does it manage to keep up such a decent frame rate? I am very curious as to how Doom3 manages this. Thanks, - Sid