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Re: view frusta and shadow map
[Re: William]
#185614
02/29/08 13:22
02/29/08 13:22
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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If I understand it basicly right, you need a view in GS for each depthmap, right? That makes it quite slow with current GS-versions, doesn´t it? I just made the experience that more than one view for the lights depthmaps is not usable with gamestudio in more complex scenes because it gets very slow-.- But anyways, great work 
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Re: view frusta and shadow map
[Re: frazzle]
#185617
02/29/08 23:27
02/29/08 23:27
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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why is this supposed to be much slower in a7 than with other engines? the additional views have to be rendered there too? performance still is ok with 4 shadow views and a 100000 poly scene on my slow gf6600 (no gt). i don't do any filtering yet though.  so it could get quite slow at the end but games with shadow mapping (like the crysis demo with medium detail) run with about 5 - 10fps at 800x600 on my pc. you need a fast pc for such things. pssm is running nicely but additional work is needed for reducing artifacts. i don't know much about the different shadow filtering methods and so on so it will take me a while to figure this out.
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Re: view frusta and shadow map
[Re: ventilator]
#185619
03/01/08 01:57
03/01/08 01:57
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Joined: Jul 2002
Posts: 1,364 Minbar
MaxF
OP
Serious User
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OP
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Posts: 1,364
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GREAT WORK ventilator  you rock!!! @BoH_Havoc - Yes it is in shader x5 but under a different name.
Last edited by MaxF; 03/01/08 01:59.
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Re: view frusta and shadow map
[Re: MaxF]
#185620
03/01/08 02:11
03/01/08 02:11
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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Quote:
Is this already using 32bit fp textures or are you using a normal 8bit depthmap?
my version also uses a 32bit fp texture.
for filtering maybe i will just use jcl's poisson.fx blur example and try to make it depth aware to avoid bleeding.
... maybe someone knows how i could clear the depth buffer with 1.0 instead of 0.0 with a7?
this would be necessary for back face rendering like the pssm example uses to eliminate the need for depth bias.
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Re: view frusta and shadow map
[Re: ventilator]
#185621
03/01/08 02:30
03/01/08 02:30
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Joined: Oct 2003
Posts: 702
zazang
User
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User
Joined: Oct 2003
Posts: 702
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maybe this would do ?
IDirect3DDevice9::clear()
but it may need a dll because I dont know if the scope operator :: works in LiteC Also u may need to set "render_sky" to the action that sets the depth buffer to 1.0
I like good 'views' because they have no 'strings' attached..
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