Shadow Map Demo - New RTS shadow demo!

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BlindSide
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Post by BlindSide »

Updated first post.
Strong99
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Post by Strong99 »

if i stand next to the models, the shadow is realy nice, when i fly away and look back there are some strange side effects at the edge of the shadow texture, although the shadow itself looks ok.
olivehehe_03
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Post by olivehehe_03 »

strong99 wrote:if i stand next to the models, the shadow is realy nice, when i fly away and look back there are some strange side effects at the edge of the shadow texture, although the shadow itself looks ok.
Yep, same thing here. It looks really nice up close though, about 15 - 25 frames on my laptop. Just curious, is there any way of turning the detail down, like less filtering and a lower-res shadow map so it runs better? It could just be my slow video card though :D
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BlindSide
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Post by BlindSide »

Sorry I disabled the options to turn the detail down in that demo, but it very easy to do through code.

About the artifacts, yeah that happens, i think it is not the fault of the shadows but the LOD on the irrlicht terrain, when it changes when you get far away it maybe begins to distort the shadows..I am going to try to disable it and see the results.
omaremad
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Post by omaremad »

Check your pm's. :wink:
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If you want modern rendering techniques learn how to make them or go to the engine next door =p
Virion
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Post by Virion »

omg the new demo is cool! *salute* :shock:
JPulham
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Post by JPulham »

you mention PSM... but from the looks of i TSM looks quite good as well... just google 'Trapezoidal Shadow Maps'.
I don't know too much about them but they look decent I guess
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omaremad
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Post by omaremad »

Blindside, i cant get to you much on irc but we can scrap that special 3 component method since irrlicht already suppourts 24 bits depth maps (just found that out today in the source), also rember thos artifacts with my method i think its because of i forgot to prespective divide in stage 1 (z/w).
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
Nadro
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Post by Nadro »

Shadows look very nice:)
BlindSide
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Post by BlindSide »

omaremad wrote:Blindside, i cant get to you much on irc but we can scrap that special 3 component method since irrlicht already suppourts 24 bits depth maps (just found that out today in the source), also rember thos artifacts with my method i think its because of i forgot to prespective divide in stage 1 (z/w).
Nah if you forgot that im sure we would of had much worse results. Could you pm/irc me some info on how to use those depth maps? Ill have a look through the API doc myself sometime.
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Post by Revan1985 »

800x600 : 73-85

is good done, but in a far distance there are some visualizzation problems [i see black square whit the shadows...]
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BlindSide
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Post by BlindSide »

Revan1985 wrote:800x600 : 73-85

is good done, but in a far distance there are some visualizzation problems [i see black square whit the shadows...]
Yeah I fixed this easily by turning terrain LOD off..
BlindSide
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Post by BlindSide »

Ok i have released a new demo to keep you occupied. Wrapper is coming very very soon! (I have had the flu for the past couple of days and also took a trip out of town so had no chance to work on this)
beshrkayali
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Post by beshrkayali »

hey BlindSide,
Are you planing to publish the source code,
it would be very cool with my game :wink:
BlindSide
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Post by BlindSide »

Do you use lightmaps with your game? I will need to add lightmap support.. Currently only materials SOLID and DETAIL_MAP recieve shadows.

Yes I am releasing an easy to use wrapper soon.

It will be like:

effect->addShadowToNode(node,EFT_4PCF); (EFT_4PCF = 4 sample PCF smooth filtering)

Cheers :D
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