Originally Posted By: jcl
PSSM is a shader. It has no "shadow_lod". But you can certainly implement LOD steps in the PSSM script, or we can do that in a future version.


on shadows.c code I found this:

Code:
viewSplit[i]->lod = shadow_lod;



That should do the trick, shouldn't it? If not, could you please explain how we can modify the PSSM script to get that working?


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