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Variance Shadow Mapping
#178202
01/16/08 22:10
01/16/08 22:10
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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OP
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Joined: May 2005
Posts: 2,713
Lübeck
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Okay I decided to upload the current version as meantioned in the thread in Showcase 1. If you have any questions please ask, but I can´t promise, that I can help you. Read the ReadMe.txt and have a look on how I integrated the shadows. I would love to see someone going on with them and using them in a project. Why not post some screenshots here on how they are looking in your level You can download the files here: http://files.filefront.com/VSMSun+Project+V1/;9447947;/fileinfo.htmlHave fun! Nils Daumann Edit: I forgot to mention that you need at least A7.07 Comm to use them.
Last edited by Slin; 01/16/08 22:16.
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Re: Variance Shadow Mapping
[Re: Excessus]
#178204
01/17/08 00:36
01/17/08 00:36
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Joined: Aug 2003
Posts: 511 Hilden in Germany
RobH
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User
Joined: Aug 2003
Posts: 511
Hilden in Germany
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Wow, thanks for contribution it. It is very good and looks professional.
Last edited by RobH; 01/17/08 00:37.
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Re: Variance Shadow Mapping
[Re: Pappenheimer]
#178210
01/17/08 14:44
01/17/08 14:44
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Thanks for your comments. You are free to improve the shadows use a bias for the depthcomparison and choose a higher depthmap depth (instead of 16bit floatingpoint per channel 32 bit fp per channel, 12222 -> 14444) It looks much better than but needs a strong hardware... (the higher shadowmap resolution and pixeldepth caused the first demos to have such really hard displayingproblems on "older" hardware)
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Re: Variance Shadow Mapping
[Re: Slin]
#178211
01/17/08 15:49
01/17/08 15:49
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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Joined: Feb 2006
Posts: 2,185
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what exactly is the rendering process, and would it be possible to port to A6
- aka Manslayer101
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