# What is deferred lighting?

There is plenty of information on what deferred rendering is but there is a lack when it comes to deferred lighting and the information that there is there is not clear.

My question is simple, what is deferred lighting and what is its advantage and disadvantage.

• If you are not yet able to understand a text that references external concepts, consider reading up on those external concepts. As there's "plenty of information" on deferred shading, it should be easy for you to find out enough about it in order to understand the contrast the text you linked attempts to make. It's very rare that a complete piece is completely opaque to the reader, surely there's individual parts of it that you do not quite follow and which may warrant questions. – Lars Viklund Aug 10 '14 at 6:48

• Yes. In the first pass you render normal, roughness, etc. to G-buffer. In second pass evaluate lighting for pixels with some BRDF and write the results to diffuse & specular buffers. And in the third pass do the final BRDF combination like: final_color=albedo*diffuse+specular_reflectance*specular+emissivity, where diffuse and specular are results from the 2nd pass, and albedo, specular_reflectance and emissivity are fetched from textures for the object that's being rendered. – JarkkoL Aug 10 '14 at 9:46