Short message: stencil shadows are now working correctly, so that you can use stencil_blur(1); from mtlView.c now:

(watch it fullsize by rightclick .. / show image)


Since I have access to normal- and depth values per pixel, I am thinking of adding my own support for screen-space blurring the stencil shadows - because I can then avoid shadow bleeding (because it is --screen-space-- blurred) and offer better blurring methods (I hate that poisson blur... it is too soft for my taste)).

I am also very disappointed that block-lightmaps, the stencil shadow map and my AO map are ultimately multiplied all together. Isn't taking just the darkest value more realistic? I never saw that e.g. a shadow of a person, who is walking into a shadow from a house, is darkening the shadow of the house tongue

Grr... man, I hate monolithic shader solutions (like those one and half things which are talked about here and then) but I think I have to take this convenient opportunity in the future tongue

Last edited by HeelX; 10/10/10 18:51.