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PSSM Shadows #396248
03/04/12 17:40
03/04/12 17:40
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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I got a little problem, playing with parameters didn't help:

May be I missed something, or my GeForce 6600 GT is old enough to handle this?? grin
Plus, are there anyways to avoid increasing "clip_near" to get nice shadows? With "1" they are terrible..


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Re: PSSM Shadows [Re: 3run] #396293
03/05/12 12:42
03/05/12 12:42
Joined: May 2009
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SO??


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Re: PSSM Shadows [Re: 3run] #396301
03/05/12 14:01
03/05/12 14:01
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Germany, BaW�
That`s normal for PSSM shadows. You should tweak the variables in the shadows.c to get better shadows. Play with the shadow resolution (1024x1024 recommended), the pssm_splitweight (I use 0.0009). And design your level in a way that you don`t get graphical problems. Play with the sun angle, sun_elevation and so on.

Re: PSSM Shadows [Re: Rondidon] #396602
03/08/12 09:43
03/08/12 09:43
Joined: May 2009
Posts: 5,370
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OK, I got it thank you, but what about the clip_near?


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Re: PSSM Shadows [Re: 3run] #396615
03/08/12 15:10
03/08/12 15:10
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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I think that`s a bug. I can confirm that, too.

Re: PSSM Shadows [Re: Rondidon] #396722
03/09/12 14:03
03/09/12 14:03
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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I like the textures in the picture wink

Re: PSSM Shadows [Re: Damocles] #396936
03/12/12 11:50
03/12/12 11:50
Joined: Jan 2012
Posts: 8
N
nacrug Offline
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nacrug  Offline
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Joined: Jan 2012
Posts: 8
1 split is not enough for pssm shadows. You should use more than 1 like 3, it is ideal. However, your shadow is not soft. You should also use nice filtering algorithms to soft edges.

You can see my pssm

http://s7.directupload.net/file/d/2827/89adnap3_png.htm

Nacrug

Re: PSSM Shadows [Re: nacrug] #396941
03/12/12 13:05
03/12/12 13:05
Joined: May 2009
Posts: 5,370
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The pssm shadows above, aren't made by me, they are coming with gamestudio.
Could you upload you shadows as a contribution for a community?


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Re: PSSM Shadows [Re: 3run] #396943
03/12/12 13:39
03/12/12 13:39
Joined: Jan 2012
Posts: 8
N
nacrug Offline
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Posts: 8
My pssm is not different from gamestudio. I did not put any extra filter or something. Difference is coming from their view_to_split function. I wrote my own split function because there is shimmering effect on normal pssm. After i stop shimmering, i ended project because i can add improvements later but you can also look this one.

http://www.2shared.com/file/8Wizn7mZ/binaexport2.html

PS: There are no models in the project because it takes a lot of sizes

Re: PSSM Shadows [Re: nacrug] #396960
03/12/12 17:06
03/12/12 17:06
Joined: May 2009
Posts: 5,370
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I'm getting error:
Quote:
'D3DXVec4Divide' undeclared identifier



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