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Author Topic: [Source, Library, Sample] Parallel Split Shadow Mapping that you can re-USE  (Read 30609 times)
nicolas
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« Reply #80 on: September 08, 2009, 07:15:04 AM »

And this VB6 user is still hunting for shadow mapping in VB6... Cry
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Toaster
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« Reply #81 on: September 08, 2009, 01:55:00 PM »

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.

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tedlin01
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« Reply #82 on: September 09, 2009, 07:41:35 AM »

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? Shocked 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 »

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
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« Reply #84 on: September 09, 2009, 11:36:11 AM »

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.

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Bogy
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« Reply #85 on: October 07, 2009, 09:38:57 AM »

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
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« Reply #86 on: October 07, 2009, 12:56:14 PM »

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
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« Reply #87 on: October 10, 2009, 06:41:03 AM »

How to hook the geometry in vb.net??

Code:
            // Hook up our geometry rendering
            ParallelSplitShadowMapping.RenderGeometry += RenderShadowCasters;

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Rbn_3D
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« Reply #88 on: October 11, 2009, 03:33:21 AM »

Please anyone knows the way to make the Invoke in Vb.net??
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WEst
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« Reply #89 on: October 11, 2009, 03:58:39 AM »

Try
Code:
AddHandler ParallelSplitShadowMapping.RenderGeometry, AddressOf RenderShadowCasters
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Mietze
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« Reply #90 on: October 11, 2009, 03:59:29 AM »

http://www.google.de/search?q=delegate+vb.net  Grin
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Rbn_3D
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« Reply #91 on: October 11, 2009, 04:37:26 AM »

Try
Code:
AddHandler ParallelSplitShadowMapping.RenderGeometry, AddressOf RenderShadowCasters

Not works, it says "'RenderGeometry' is not a event of 'eStudioz.PSSM.CParallelSplitShadowMapping'

I try
Code:
"AddHandler PSSM.CParallelSplitShadowMapping.RenderGeometryDelegate, AddressOf RGHook"
, but not works, It says RenderGeometryDelegate is not a event of...

I tried this too:

Code:
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,  Huh Please help...
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Gamecode
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« Reply #92 on: October 13, 2009, 11:44:05 AM »

have recored this source code into vb.net ?
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Lil`Buh
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« Reply #93 on: May 28, 2010, 03:40:16 AM »

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

Quote
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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bbence
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« Reply #94 on: December 18, 2010, 09:09:24 AM »

Does this dll still work? Smiley
Reason I'm asking is that when I put the necessary engine object assignments in my VB.net code, it complains about the required dll version for truevision (which is older then the current one).
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Mietze
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« Reply #95 on: December 18, 2010, 09:19:08 AM »

Hm.. well, the source code of the dll is included, so why just dont link it against the newest truevision dll and recompile this assembly? Or what about including the classes directly in your project? Smiley
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bbence
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« Reply #96 on: December 18, 2010, 10:23:07 AM »

Hm.. well, the source code of the dll is included, so why just dont link it against the newest truevision dll and recompile this assembly? Or what about including the classes directly in your project? Smiley

I'm using VB.net. Smiley But I will download C# express and try to compile with it.
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bbence
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« Reply #97 on: December 18, 2010, 05:12:47 PM »

Okay, it works, sort of...

Now all my meshes become greyscale. Smiley

Any ideas why? Thanks!
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bbence
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« Reply #98 on: December 18, 2010, 05:44:40 PM »

Okay, it works, sort of...

Now all my meshes become greyscale. Smiley

Any ideas why? Thanks!

Hm, it doesn't work.
I doesn't matter if I render the meshes or not in the invoked method, I get the greyscale effect every time. Seems like I'm missing something.
Maybe I shouldn't use managed lighting?
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Mietze
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Pleeease, don't let it crash!


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« Reply #99 on: December 19, 2010, 03:57:20 AM »

Hm.. have you tried debugging the depth map by rendering it onto your screen as I do here?

http://www.e-studioz.de/wordpress/?p=210

The grayscale stuff can be either to a wrong depth test (everything is in shadow) or to a wrong lightnin system.
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