- Forums
- Forum Help
- Search Forum
- Login
- Register
Truevision3D
>>
TV3D SDK
>>
TV3D SDK 6.5
>>
Shader Development
(Moderators:
Waterman
,
Mithrandir_
,
beyonder
,
ZaPPZion
) >>
Shadowmaping solution
Pages: [
1
]
« previous
next »
Print
Author
Topic: Shadowmaping solution (Read 1849 times)
isaac
Community Member
Posts: 70
Shadowmaping solution
«
on:
May 25, 2009, 10:41:12 AM »
Hi, Truevision does a formal solution for shadowmapping? (with alpha or skinning)
thx
Logged
Shadowsong
Customers
Community Member
Posts: 328
Re: Shadowmaping solution
«
Reply #1 on:
May 26, 2009, 12:52:43 AM »
If I understand your question, you are asking if TV6.5 features a built-in solution for shadowmapping. The answer is: no. TV only has a built-in system for stencil shadows (which are slow).
But there are some great examples on the forum (with source) which show how to implement shadow mapping by shaders.
Logged
isaac
Community Member
Posts: 70
Re: Shadowmaping solution
«
Reply #2 on:
May 26, 2009, 04:47:06 AM »
Quote
But there are some great examples on the forum (with source) which show how to implement shadow mapping by shaders.
this is a formal solution for my.
Which of these do you recommend?
Toaster's shadowmapping
http://www.truevision3d.com/forums/showcase/cubic_shadow_mapping_sample_sm_20-t18293.0.html;msg0;boardseen#new
Zaknafein's shadowmapping
http://www.truevision3d.com/forums/indevelopment/shadowmapping_directional_lights-t13817.60.html
«
Last Edit: May 26, 2009, 04:49:58 AM by isaac
»
Logged
AriusEso
Customers
Community Member
Posts: 940
Esoteric
Re: Shadowmaping solution
«
Reply #3 on:
May 26, 2009, 05:38:47 AM »
They're not alternatives to each other. Toaster's is for point lights and Zak's is for directional lights.
Logged
-...-
isaac
Community Member
Posts: 70
Re: Shadowmaping solution
«
Reply #4 on:
May 26, 2009, 05:50:06 AM »
i can opt to use directional or positional lights in my project depending on how effective their shaders are. anyway, both shaders looks great
Logged
Zaknafein
Customers
Community Member
Posts: 2940
Re: Shadowmaping solution
«
Reply #5 on:
May 27, 2009, 09:47:01 AM »
I should say that my solution is not a "reference" directional shadowmapping implementation. It's complicated because I set myself the constraint of not overriding the landscape splatting shader.
So I use per-chunk shadowmaps that map to SetCustomLightmap()s and try to keep as fast as possible.
In short, if you want to override the landscape shader, there are much simpler (and better) ways to get fast shadowmapping.
Logged
the instruction limit
-
polytron corporation
Mietze
Community Member
Posts: 415
Pleeease, don't let it crash!
Re: Shadowmaping solution
«
Reply #6 on:
May 28, 2009, 03:02:11 PM »
http://www.truevision3d.com/forums/showcase/source_library_sample_parallel_split_shadow_mapping_that_you_can_reuse-t18798.0.html
Logged
Check out my blog at
www.e-studioz.de
- The finest in gross trash
Pages: [
1
]
Print
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Truevision3D Official Information
-----------------------------
=> Development Information
-----------------------------
TV3D SDK
-----------------------------
=> TV3D SDK 6.3
===> Bugs
-----------------------------
Game Development
-----------------------------
=> Game Development
-----------------------------
Projects
-----------------------------
=> In-Development
=> Showcase
=> Recruitment
=> Announcements
-----------------------------
Truevision3D Official Information
-----------------------------
=> News and Announcements
-----------------------------
TV3D SDK
-----------------------------
=> TV3D SDK 6.5
-----------------------------
Game Development
-----------------------------
=> Engine Comparison
-----------------------------
TV3D SDK
-----------------------------
===> Shader Development
===> Content Pipeline
===> Bugs
-----------------------------
Game Development
-----------------------------
=> Companion Tools
=> Design and Theory
Powered by SMF 1.1.3
|
SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks