If you prefer other OpenGL renderer to LightsprintGL, switch to renderer of your choice.
- Modify RealtimeRadiosity sample to use your renderer. Or modify your application/engine to use code from RealtimeRadiosity sample that builds realtime GI buffers.
- Application uses LightsprintCore and LightsprintGL to calculate GI, while your engine does scene loading and rendering. Left: RealtimeRadiosity sample, Right: you can modify it this way
- Make sure your static scene is suitable for per-vertex lighting, read more in artist's guide.
- Make sure your renderer supports realtime shadows other than stencil based, e.g. shadowmapping or projected shadows. If it doesn't, add them or contact us for further support.
- Open RealtimeRadiosity sample. See that both scene loader, scene data structures and rendering are part of project, in source code. You can remove sample's scene loader, structures and rendering and use your own.
- But keep rr_gl::RRSolverGL instance, it calculates realtime GI for you. See how sample does it, read how to Use RRSolver or its subclass .
- Render our indirect illumination, see how sample does it, read more in Calculation and outputs