Original Post
I'm considering which approach would be better for implementing materials in a deferred renderer. Either use a shader which branches based off of material ID, or use the 3D light attenuation texture lookup method.
On modern hardware (ie Fermi and HD5000+) which is likely to be a better solution? Is anyone currently using one of these, or better yet, tried both?
On modern hardware (ie Fermi and HD5000+) which is likely to be a better solution? Is anyone currently using one of these, or better yet, tried both?