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Whatever will be changed, the user should still have full control over shadows
and choose between different implementations. Under certain conditions they can
really be an FPS killer.
Original comment by scrawl...@gmail.com
on 21 Mar 2011 at 6:33
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This may be a useful link:
http://www.ogre3d.org/forums/viewtopic.php?f=2&t=38354&start=25
Original comment by Cry...@gmail.com
on 27 Mar 2011 at 7:13
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Not sure if we are going get it to a usable state, but we have progress with
depth shadows. The terrain still has a problem with them, but otherwise they
are most likely ok.
Original comment by scrawl...@gmail.com
on 11 Oct 2011 at 9:18
Original comment by Cry...@gmail.com
on 12 Oct 2011 at 5:27
Original comment by scrawl...@gmail.com
on 14 Oct 2011 at 8:51
Road shader should also read terrain's lightmap, so it will receive shadows
from terrain.
Original comment by scrawl...@gmail.com
on 15 Oct 2011 at 11:17
Status update on this.
The depth shadows itself are now working, even on terrain, which we achieved by
using a custom TerrainMaterialGenerator for ogre with a custom receiver shader.
This means we have, in theory, self shadows working, with the following
implications:
- there is an issue with directx (shader fails to compile), probably easy to fix this one.
- PSSM depth shadows need back faces rendered in the shadow map. As a result, an "unclosed" mesh (loose faces, etc) will have "gaps" in its shadow. This can be seen on ES car for example. Not a major issue, and could be solved by adjusting the relevant meshes.
- We need to adjust all materials that they should receive shadows, but depending on shadow setting. E.g. car should only receive shadow when depth shadows are turned on. Since it's a very tedious job to put these materials for both shadowed and not shadowed in *.material scripts, for all materials, we decided to do a "Material generator" in Cpp code. If we already do this, we can also make other material parameters (like normal maps, environment maps) configurable (so they can be turned off). This will probably be a lot of work.
Original comment by scrawl...@gmail.com
on 16 Oct 2011 at 8:23
Yes, I'll add that material generator also needs params like: texture size
(names with _s), shadows on/off, shadow texture count, depth shadows, per pixel
lighting (shaders) on/off, and maybe some new ones. Those come from user
settings (pSet), changed in GUI.
The materials by themself have such variations (with/without): alpha (on
terrain road), env reflection (car body,wall), car glass, road glass, shadows
(ultimately for each in depth, but not for normal) etc. Water shader is
probably a different story.
Original comment by Cry...@gmail.com
on 17 Oct 2011 at 5:20
Awesome, finally working self-shadows.
Original comment by Cry...@gmail.com
on 21 Oct 2011 at 9:17
Depth shadows itself are working, and with terrain too.
Material Generator is up and working. Already some materials are generated with
it (car, road wall, pipe wall) and have working self-shadow.
Shadows look very good now and everything seems working, so I'm marking it
fixed now.
Of course other things like more gui options (Shader tab) could be done now
that we have a nice material generator. But that's a different issue then.
Original comment by scrawl...@gmail.com
on 22 Oct 2011 at 10:30
Original issue reported on code.google.com by
Cry...@gmail.com
on 21 Mar 2011 at 6:18