Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
3 registered members (NewbieZorro, TipmyPip, 1 invisible), 19,045 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Replacing z buffer shadows by decal shadows #219811
08/04/08 19:50
08/04/08 19:50
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline OP
Serious User
MaxF  Offline OP
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
"Replacing z buffer shadows by decal shadows "

1) are decal shadow better and faster?

2) Plus why don't you add many options for shadows:

a) z buffer
b) decal shadows
c) "Parallel-Split Shadow Maps"

d) or these here?
fast shadow

Last edited by MaxF; 08/04/08 19:53.

Re: Replacing z buffer shadows by decal shadows [Re: MaxF] #219813
08/04/08 19:54
08/04/08 19:54
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
I guess the decal variant is a way to achieve softshadows: you could render the entity volume against a flat surface as bitmap, soften it and then use it to align it along an arbitrary surface. This way, you could also use the shadow bitmap to achieve fading or multiple shadow instances depending on multiple light sources - but this would be only my first guess.. I am not much into realtime softshadow techniques..

Re: Replacing z buffer shadows by decal shadows [Re: HeelX] #219830
08/04/08 21:14
08/04/08 21:14
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline OP
Serious User
MaxF  Offline OP
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Quote:
I am not much into realtime softshadow techniques


does not sound like it - hehe smile

That does make a lot of sense, I think if we have many options to pick from the better smile



Re: Replacing z buffer shadows by decal shadows [Re: MaxF] #219877
08/05/08 11:27
08/05/08 11:27
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Decal shadows are much faster than other shadow methods, and have soft edges; their disadvantage is that they are not animated and are no real shadows.

Z Buffer shadows are a relict from A5 and make the engine unnecessarily complicated. Currently A7 contains 3 kernels, A5, A6, and A7, and I want to get rid of the A5 kernel that is only used for z buffer shadows.

A PSSM shader is planned.

Stencil shadows are slow because they don't use shaders. If the PSSM shader turns out to be not quite the hit, we'll implement shader based stencil shadows as an alternative.

That's what's planned for shadows in the next time.

Re: Replacing z buffer shadows by decal shadows [Re: jcl] #219922
08/05/08 15:34
08/05/08 15:34
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline OP
Serious User
MaxF  Offline OP
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Sounds great what you have planned smile can't wait smile (PSSM)

"are not animated"

so for models which shadow system will be used?

OR they will have shadows but the shadow will not be animated?


Re: Replacing z buffer shadows by decal shadows [Re: MaxF] #221661
08/15/08 11:23
08/15/08 11:23
Joined: Oct 2003
Posts: 702
Z
zazang Offline
User
zazang  Offline
User
Z

Joined: Oct 2003
Posts: 702
sounds great but I would really like to see a flag to enable shadows always..this is to prevent that when a model goes out of view frustum,the shadow is still rendered...large shadows,like on buildings, keep dissapearing once the building is out of view frustum frown


I like good 'views' because they have no 'strings' attached..
Re: Replacing z buffer shadows by decal shadows [Re: zazang] #221664
08/15/08 11:44
08/15/08 11:44
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
This would heavily reduce the frame rate, but maybe a second, extended view frustum for shadows could be a solution.

Re: Replacing z buffer shadows by decal shadows [Re: jcl] #221665
08/15/08 11:48
08/15/08 11:48
Joined: Oct 2003
Posts: 702
Z
zazang Offline
User
zazang  Offline
User
Z

Joined: Oct 2003
Posts: 702
Ok..is the extended view frustum possible with liteC or it has to be done via the sdk or shaders ?.Thanks.



I like good 'views' because they have no 'strings' attached..
Re: Replacing z buffer shadows by decal shadows [Re: jcl] #221667
08/15/08 11:50
08/15/08 11:50
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Good idea, but entitiy shadows that are still rendered in this new view frustrum should be only rendered, when a special flag on the entity is set.

Re: Replacing z buffer shadows by decal shadows [Re: HeelX] #221704
08/15/08 16:29
08/15/08 16:29
Joined: Oct 2003
Posts: 702
Z
zazang Offline
User
zazang  Offline
User
Z

Joined: Oct 2003
Posts: 702
exactly..I think its really needed,because many games may not use too many shadowed buildings and so this wouldnt reduce the fps so much..besides,it can be
given as an option for high end users.
otherwise,I dunno how to realise accurate large dyanmic shadowed buildings



I like good 'views' because they have no 'strings' attached..

Moderated by  old_bill, Tobias 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1