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Author Topic: Landscape Shadow-Mapping Demo (Sample)  (Read 10741 times)
Hypnotron
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« Reply #20 on: April 18, 2007, 09:50:36 AM »

No.  You don't necessarily "have to" if the current shader does everything you need for it to do.
« Last Edit: September 16, 2009, 05:15:44 AM by Hypnotron » Logged
petroz
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« Reply #21 on: February 26, 2008, 07:30:29 AM »

*bump*

All the links here are dead, i'd love to see this project. Does anyone one know where i can get it?

-petroz
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Zaknafein
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« Reply #22 on: February 26, 2008, 12:30:37 PM »

Sorry, fixed now!
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m808
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« Reply #23 on: May 29, 2009, 05:30:36 PM »

 has anyone kept the c++ conversion of this demo? the link seems dead and i would appreciate if anyone re-posted it or sent me.

thanks
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tedlin01
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« Reply #24 on: September 10, 2009, 08:28:05 PM »

has anyone kept the c++ conversion of this demo? the link seems dead and i would appreciate if anyone re-posted it or sent me.

thanks
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tedlin01
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« Reply #25 on: September 15, 2009, 06:44:19 PM »

Hello! I got this up and running now. However i'm thinking about how to get the meshes throwing shadows at each others too. Will it be possible for me to work out a way using this sample or must I go another way?

Maybe someone got an idea of how to solve it?
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Lenn
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« Reply #26 on: September 16, 2009, 05:09:44 AM »

For meshes to cast shadows on other meshes, i would recommend using PSSM shadow mapping by Mietze. You could (in theory) convert this shader to work on meshes, but it would take a lOt of work. Maybe you can combine the two shadowmapping shaders, hey who knows.
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Zaknafein
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« Reply #27 on: September 16, 2009, 08:52:14 AM »

It could work for meshes, but you'd have to follow a couple of guidelines.

The thing is that my sample has one shadowmap per landscape chunk, so you'd have to choose the right shadowmap for each mesh. Then to actually apply the shadowmap to the mesh you'd have to write a shadowmapping shader for them and figure out how to generate the right light-view-projection-texture matrix... I'm not sure how you'd go about that.

The easiest thing is really to adopt a global shadowmapping solution like PSSM. Mixing both sounds like a bad idea. (rendering shadowmaps twice)
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sinisa1982
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« Reply #28 on: September 17, 2009, 03:47:55 AM »

Nice, becouse of that I must rewrite all my project   Angry

Nice work and thanks for sharing it with community  Smiley
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Lenn
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« Reply #29 on: September 17, 2009, 06:09:33 AM »

@Zak, of course it's a bad idea, but i really have the impression he wouldn't exactly have the know-how to create a mesh shader based off of your landscape one. Wink

@Sinisa, see you should search the forums for everything before beginning. And don't think this will be your last rewrite - there will be many more. Cheesy
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