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Replacing z buffer shadows by decal shadows
#219811
08/04/08 19:50
08/04/08 19:50
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Joined: Jul 2002
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MaxF
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"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.
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Re: Replacing z buffer shadows by decal shadows
[Re: jcl]
#219922
08/05/08 15:34
08/05/08 15:34
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MaxF
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Sounds great what you have planned  can't wait  (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?
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Re: Replacing z buffer shadows by decal shadows
[Re: jcl]
#221665
08/15/08 11:48
08/15/08 11:48
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Joined: Oct 2003
Posts: 702
zazang
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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..
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Re: Replacing z buffer shadows by decal shadows
[Re: HeelX]
#221704
08/15/08 16:29
08/15/08 16:29
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Joined: Oct 2003
Posts: 702
zazang
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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..
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