I've got a 3d engine that I've been making in my spare time for a couple of years. It displays 200,000 polys onscreen and handles maps with millions of polys. I mostly do large outdoor maps right now.
I implemented stencil shadows a long time ago, but the old implementation is just not feasible for the outdoor maps any more because there's so many polygons onscreen.
I think that the approach I should try is shadow mapping, but I'm not too clear on how I should approach it on such a large visible scene. I've got a shadow mapping implementation in place, but the shadow map isn't very good if I try to fit the entire visible scene.
Should I break it down into subsections and render several shadow maps? Or do you guys think I'm doing something wrong?
I was wondering if anyone had tails from the trenches that will give me a headstart?
-Thomas
I implemented stencil shadows a long time ago, but the old implementation is just not feasible for the outdoor maps any more because there's so many polygons onscreen.
I think that the approach I should try is shadow mapping, but I'm not too clear on how I should approach it on such a large visible scene. I've got a shadow mapping implementation in place, but the shadow map isn't very good if I try to fit the entire visible scene.
Should I break it down into subsections and render several shadow maps? Or do you guys think I'm doing something wrong?
I was wondering if anyone had tails from the trenches that will give me a headstart?
-Thomas