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Posted: Mon Jun 18, 2007 2:28 pm
by BlindSide
Updated first post.

Posted: Mon Jun 18, 2007 4:57 pm
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.

Posted: Mon Jun 18, 2007 11:39 pm
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

Posted: Tue Jun 19, 2007 8:39 am
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.

Posted: Tue Jun 19, 2007 10:33 am
by omaremad
Check your pm's. :wink:

Posted: Tue Jun 19, 2007 1:29 pm
by Virion
omg the new demo is cool! *salute* :shock:

Posted: Fri Jun 22, 2007 4:11 pm
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

Posted: Wed Jun 27, 2007 12:22 pm
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).

Posted: Wed Jun 27, 2007 1:52 pm
by Nadro
Shadows look very nice:)

Posted: Wed Jun 27, 2007 4:37 pm
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.

Posted: Thu Jun 28, 2007 10:59 am
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...]

Posted: Thu Jun 28, 2007 11:06 am
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..

Posted: Mon Jul 09, 2007 4:36 am
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)

Posted: Mon Jul 09, 2007 6:41 am
by beshrkayali
hey BlindSide,
Are you planing to publish the source code,
it would be very cool with my game :wink:

Posted: Mon Jul 09, 2007 7:14 am
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