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Re: Pointlight Shadows with 4 sources at once [Re: Slin] #275058
06/29/09 22:26
06/29/09 22:26
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Joined: May 2005
Posts: 2,713
Lübeck
I rewrote the shadercode, which allows me now to do an a lot better looking blur with better performence smile



Re: Pointlight Shadows with 4 sources at once [Re: Slin] #275108
06/30/09 05:54
06/30/09 05:54
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
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Darkyyes  Offline
Member
D

Joined: Jun 2007
Posts: 152
Norway
Now that looks awsome! smile


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: Pointlight Shadows with 4 sources at once [Re: Darkyyes] #275115
06/30/09 06:59
06/30/09 06:59
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Seems that you got rid of the ugly stripes with this. Great.

Parallel Split Soft Shadows [Re: Pappenheimer] #275269
06/30/09 19:50
06/30/09 19:50
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Joined: May 2005
Posts: 2,713
Lübeck
Here is another screenshot...


Re: Parallel Split Soft Shadows [Re: Slin] #275278
06/30/09 20:31
06/30/09 20:31
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
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BoH_Havoc  Offline
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Joined: Jun 2004
Posts: 655
to your left
Looking good, as always smile

Any info on what you are using? I guess PSSM and some nifty blurring? Did you try out the ESM thingy? smile


Shade-C EVO Lite-C Shader Framework
Re: Parallel Split Soft Shadows [Re: BoH_Havoc] #275292
06/30/09 21:50
06/30/09 21:50
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Joined: May 2005
Posts: 2,713
Lübeck
At the moment it is just some kind of PSSM and PCF.
It looks also quite well in motion and is very light/shadow bleeding free wink
The only disadvantage at the moment is the speed or to be more precise, there are just sometimes some moments where the ref time goes up a lot, while most of the time it runs quite okay...
I will may look into ESM somewhen later, but for now, this seems to be the most stable way to blur the shadows.

Re: Parallel Split Soft Shadows [Re: Slin] #275761
07/02/09 10:17
07/02/09 10:17
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
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Cowabanga  Offline
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Posts: 2,838
take me down to the paradise c...
The last screenshot looks great!! laugh

Re: Parallel Split Soft Shadows [Re: Cowabanga] #275801
07/02/09 12:39
07/02/09 12:39
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline
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sebbi91  Offline
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
awesome!
Cant wait to see the final version ^^
nice job slin


3D-Gamestudio A8 - Commercial
Re: Parallel Split Soft Shadows [Re: sebbi91] #288462
09/06/09 17:22
09/06/09 17:22
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Joined: May 2005
Posts: 2,713
Lübeck
For now, I disabled the blur (to be honest, it is still calculated, just not visible...), added a fourth depthmap and did some other minor changes.
This is what it looks like:


There are still some artifacts, but most should disappear after some blurring and the rest gets hopefully hidden by the shading.
I also uploaded a published version of the shadows and would like to get some feedback on strange behaviour like shadows nearly everywhere and something like that. If you encounter any other problems than a bad fps I would like you to post a screenshot of the problem and some information on what graphics card you are using. Thanks.
Download it here: [url=www.slindev.com/files/projects/SunShadowsV1.7z]www.slindev.com/files/projects/SunShadowsV1.7z[/url]

Re: Parallel Split Soft Shadows [Re: Slin] #288474
09/06/09 18:48
09/06/09 18:48
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
For some reasons the camera starts to fly lightning fast to the front when I press "0". Could you please fix that in your published version and can you please add a toggle key for the blur? I'm curious how it looks like!

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