nicolas
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Posts: 151
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« Reply #80 on: September 08, 2009, 07:15:04 AM » |
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And this VB6 user is still hunting for shadow mapping in VB6... 
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Toaster
Community Member

Posts: 332
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« Reply #81 on: September 08, 2009, 01:55:00 PM » |
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PSSM is camera based so you cant just render it once and then stop updating it. You dont have to render it every loop though.
-Toaster
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tedlin01
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« Reply #82 on: September 09, 2009, 07:41:35 AM » |
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Acually this I noticed that this methos is really slow since we use the Tv3ds render function 4 times each update. Is this even faster then stencilshadows?  Coz I get like 1 sec spike each time and yes I have frustum culling active and it's the renderfunction that takes all the fps. Something that I missed?
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tedlin01
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« Reply #83 on: September 09, 2009, 10:39:53 AM » |
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What is the splits for? Why do we split 4 times each frame and is it possible to change some setting so that we just split once?
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Toaster
Community Member

Posts: 332
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« Reply #84 on: September 09, 2009, 11:36:11 AM » |
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Thats what PSSM does. It splits 4 shadow maps down the view frustum so you get higher shadow quality. If you want standard shadow mapping you'll have to write your own shader. There is plenty of info around on this. Check out the XNA shadow mapping sample.
-Toaster
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Bogy
Community Member

Posts: 81
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« Reply #85 on: October 07, 2009, 09:38:57 AM » |
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how can i use this with my trees and landscape? i've tried implementing it and the result was that all of my trees and land are white. then as the light position moves the black areas move and cover the white areas. i don't see any shadows, and why does my objects become white/black?
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Mietze
Community Member

Posts: 412
Pleeease, don't let it crash!
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« Reply #86 on: October 07, 2009, 12:56:14 PM » |
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Try projecting your shadow map onto the geometry only - without any depth testing - to see if the projection is correct. If not, have fun with matrices. If it is, check the depth testing. You may want to implement alpha tested shadows on your trees (only). But thats up to you and very easy to do with a single line.
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Rbn_3D
Community Member

Posts: 112
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« Reply #87 on: October 10, 2009, 06:41:03 AM » |
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How to hook the geometry in vb.net?? // Hook up our geometry rendering ParallelSplitShadowMapping.RenderGeometry += RenderShadowCasters;
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Rbn_3D
Community Member

Posts: 112
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« Reply #88 on: October 11, 2009, 03:33:21 AM » |
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Please anyone knows the way to make the Invoke in Vb.net??
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WEst
Customers
Community Member
    
Posts: 937
Daniel Martinek
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« Reply #89 on: October 11, 2009, 03:58:39 AM » |
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Try AddHandler ParallelSplitShadowMapping.RenderGeometry, AddressOf RenderShadowCasters
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Greetings
Daniel Martinek Technical Director 23 Volts
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Mietze
Community Member

Posts: 412
Pleeease, don't let it crash!
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« Reply #90 on: October 11, 2009, 03:59:29 AM » |
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Rbn_3D
Community Member

Posts: 112
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« Reply #91 on: October 11, 2009, 04:37:26 AM » |
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Try AddHandler ParallelSplitShadowMapping.RenderGeometry, AddressOf RenderShadowCasters Not works, it says "'RenderGeometry' is not a event of 'eStudioz.PSSM.CParallelSplitShadowMapping' I try "AddHandler PSSM.CParallelSplitShadowMapping.RenderGeometryDelegate, AddressOf RGHook" , but not works, It says RenderGeometryDelegate is not a event of... I tried this too: Dim RG As New PSSM.CParallelSplitShadowMapping.RenderGeometryDelegate(AddressOf RGHook) And it no says error, but I don't know what do after... I know itīs not specially hard, but I'm confused,  Please help...
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Gamecode
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« Reply #92 on: October 13, 2009, 11:44:05 AM » |
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have recored this source code into vb.net ?
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aiR Captains - RC aircraft project TV65
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Lil`Buh
Community Member

Posts: 60
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« Reply #93 on: May 28, 2010, 03:40:16 AM » |
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mmm cant get the sample to work... all i get is a grey background and a white rectangle no teapots no floor no shadows nothing in the debug file 02-06-2009 23:06:04 | Engine Version : 6.5 02-06-2009 23:06:04 | ENGINE INFO : DLL Compilation time Nov 4 2008 22:49:45 02-06-2009 23:06:04 | DEVICE INIT : Initialize Depth 02-06-2009 23:06:04 | DEVICE INIT : Initializing the device in windowed mode, with a render surface size of 1024x768, format 22, depthbuffer 75 02-06-2009 23:06:05 | VIEWPORT MANAGER : Main viewport initialization 02-06-2009 23:06:05 | VIEWPORT MANAGER : Main viewport initialized (1024x768) 02-06-2009 23:06:05 | DEVICE INIT : Initialization successful ! 02-06-2009 23:06:05 | DEVICE INFO : 3D Card : NVIDIA GeForce GTX 280 | Card ID : 1505 | Driver ID : 728709 02-06-2009 23:06:05 | DEVICE INFO : Available texture memory : -1683 MB 02-06-2009 23:06:05 | DEVICE INFO : Vertex Shaders 3.0 supported in hardware. 02-06-2009 23:06:05 | Debug info : vs fffe0300 ps ffff0300 02-06-2009 23:06:05 | DEVICE INFO : Pixel Shaders 3.0 supported in hardware. 02-06-2009 23:06:05 | DEVICE INFO : Driver used is a DirectX9-level driver 'nvd3dum.dll'. Excellent 02-06-2009 23:06:05 | DEVICE INFO : Card Type Geforce6xxx/7xxx/8xxx/ATIRadeonX1xxx Level card, third generation of programmable card 02-06-2009 23:06:05 | TEXTURE MANAGER : Format of alpha texture changed to 21. 02-06-2009 23:06:05 | TEXTURE MANAGER : Format of non-alpha texture changed to 22. 02-06-2009 23:06:05 | SHADER MANAGER : Shader 'Shader1' successfully created. 02-06-2009 23:06:05 | TEXTURE MANAGER : Successfully created a render surface 1024x1024 on slot 2 02-06-2009 23:06:07 | START UNLOAD 02-06-2009 23:06:07 | RESOURCE MANAGER : Engine successfully unloaded
i just commented all the eStudioz.Input.dll references bcause i get an error "file version" of tv3d dll any help ?
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