Closed GoogleCodeExporter closed 8 years ago
Original comment by scrawl...@gmail.com
on 29 Nov 2011 at 1:50
shadows are always a nightmare,this patch have some uncooked changes to show
softshadows in SR to see if it'll look good
attached the patch and the output i got,basically a PSVSM with 3x3 pcf filter
you can look for line float2 off = offset*3 and change 3 to get a soft edge
shadows(1) vs penumbra shadows(>1)
this only does it to the terrain shader and should not be checked in without
supporting all the other materials and lots of testing and fixing if it deemed
useful
.doing shaders in cpp files is quite hard and time consuming,i'm glad i got
this far.scrawl, if you like the picture go ahead and take the lead :)
Source:
http://ogre3d.org/forums/viewtopic.php?t=39809&sid=7938d624f6f1d2c3363f0734152f5
1d8
http://www.ogre3d.org/forums/viewtopic.php?f=1&t=46819
Original comment by a.isma...@gmail.com
on 18 Jan 2012 at 1:49
Attachments:
screenshot looks cool!
Could you make a patch against master? I could only apply it on Graphics
branch, but there the shadows were bugged, probably because of the MRT in
opengl. I've tried to manually apply it to master, but there are too many
undefined variables (wMat, worldPosition, lightPosObjSpace etc)
Original comment by scrawl...@gmail.com
on 18 Jan 2012 at 10:26
Original comment by scrawl...@gmail.com
on 31 Jan 2012 at 1:27
Original comment by Cry...@gmail.com
on 12 Feb 2012 at 7:25
I think it's good enough with this filter value on Gui. I don't see reasons for
better smoothing, or implementing VSM if it's not so easy to get it working.
Original comment by Cry...@gmail.com
on 4 Mar 2012 at 7:31
Original comment by Cry...@gmail.com
on 18 Mar 2012 at 7:03
[deleted comment]
Deadly low priority, closing. Now even shadow filter got broken.
Original comment by Cry...@gmail.com
on 20 Nov 2012 at 6:01
Original issue reported on code.google.com by
scrawl...@gmail.com
on 29 Nov 2011 at 1:22