I finally found out last night at about 3am that the example LiSPSM code from the paper multplicated two matrices the wrong way around, which caused it not to work...
Now it does work and I also already implemented with some help from Error014 a dynamic changing value for the lispsm quality to make sure that the LiSPSM quality stays nearly constant even with "bad" camera angles.

On the screenshot the quality looks worse than before, but the distance of visible shadows increased with a factor of about 3 and the better usage of the depthmaps causes the VSM to work worse than before, which made them look much better than they really were.


Last edited by Slin; 08/27/08 14:39.