Uniform Focused shadowmapping. It is tappered to gain more resoluttion on the near objects, bit it is still not the LSPSM. The shadowmap has 512x512 pixels
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Uniform Focused shadowmapping. It is tappered to gain more resoluttion on the near objects, bit it is still not the LSPSM. The shadowmap has 512x512 pixels
devsh wrote:muahaha deferred rendering wireframe (DSF discontinuity detection ) wireframe as a funking post process! I astounded myself!
That looks really nice, all your graphic shots do. Except for the level editor, why not use 1 of the 100 editors that is there and focus on graphics yourself
cause my editor does all the prepping for the graphics, what if I need to pump in the polygon IDs into my meshes/batch them/calculate GI probes?
and my editor is what gives me the orgasmingly fast loading times.
SSAO at 1/2 resolution straight into the LBuffer.. amazing speed ++ results using DSF filter. I hope I can resolve the thin lines offsetting the SSAO and I hope to blur it somehow and tweak it.
This is going to look very good when I whack the normal maps and steep parallax mapping in.
devsh wrote:muahaha deferred rendering wireframe (DSF discontinuity detection ) wireframe as a funking post process! I astounded myself!
Interesting shot
I cant think of a practical usage for it though, unless you use it as a debug process to overlay wireframe on top instead of black and white render