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Author Topic: [Source, Library, Sample] Parallel Split Shadow Mapping that you can re-USE  (Read 11200 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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Crap I burnt the toast! :P


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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.

-Toaster
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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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Crap I burnt the toast! :P


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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.

-Toaster
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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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Pleeease, don't let it crash!


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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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Daniel Martinek


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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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Pleeease, don't let it crash!


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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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