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Shadow Volume #267847
05/26/09 13:36
05/26/09 13:36
Joined: Jun 2008
Posts: 151
Ukraine
XD1v0 Offline OP
Member
XD1v0  Offline OP
Member

Joined: Jun 2008
Posts: 151
Ukraine
Many FPS game use stencil shadow and in game they look good, but I can use this shadows in GS frown
Depth pass shadow look good but clipped by camera therefore i can not use them in indoor shadow.
Depth fail works good but i can use them only in outdoor because this shadow volume always parallel to mesh
I read solution from WIKI
Quote:
There is another situation where the eye may be in the shadow of a volume cast by an object behind the camera, which also has to be capped somehow to prevent a similar problem. In most common implementations, because properly capping for depth-pass can be difficult to accomplish, the depth-fail method (see below) may be licensed for these special situations. Alternatively one can give the stencil buffer a +1 bias for every shadow volume the camera is inside, though doing the detection can be slow.

I understand that you do not want lose speed of drawing shadows because detection if eye in volume can be slow, so let user defines how to draw stencil(with +1 or -1)

Last edited by XD1v0; 05/26/09 13:42.

A7 Commercial cool
Celeron 1700, GeForce 5500 FX 256mb, 1 Gb Ram
Re: Shadow Volume [Re: XD1v0] #268831
05/31/09 10:58
05/31/09 10:58
Joined: Jun 2008
Posts: 151
Ukraine
XD1v0 Offline OP
Member
XD1v0  Offline OP
Member

Joined: Jun 2008
Posts: 151
Ukraine
Ok, i find another way, so if z-fail shadows always parallel to mesh i can not crate good shadow for point light but if for rendering shadow use another mesh with extrude faces.
This is what I was able to

Normal Z-fail shadow

Z-fail with extrude faces



A7 Commercial cool
Celeron 1700, GeForce 5500 FX 256mb, 1 Gb Ram
Re: Shadow Volume [Re: XD1v0] #269157
06/02/09 04:36
06/02/09 04:36
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
I'm pretty sure Z-fail should still do perspective shadows on its own. I remember this being an issue before, and maybe it was a bug, or maybe it was something I had done earlier, but jcl already had a solution and that worked great.

Sorry I can't be more helpful. Try a forum search?

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Shadow Volume [Re: JibbSmart] #269187
06/02/09 08:15
06/02/09 08:15
Joined: Jun 2008
Posts: 151
Ukraine
XD1v0 Offline OP
Member
XD1v0  Offline OP
Member

Joined: Jun 2008
Posts: 151
Ukraine
So this is already possible, ok try to use search on forum smile .
[added]
I remember that jcl already answer about Z-Fail shadow, and i understand what perspective shadow impossible crazy
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=255718&Board=6
I in despair, i know what best performance use shadow volume algorithm for point light, shadow mapping is bad for this.

Last edited by XD1v0; 06/02/09 08:51.

A7 Commercial cool
Celeron 1700, GeForce 5500 FX 256mb, 1 Gb Ram

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