Some phong lighting with shadowmapping. Looks like this:
Available here:
http://esprit.campus.luth.se/~humus/
Available here:
http://esprit.campus.luth.se/~humus/
Humus said:Some phong lighting with shadowmapping. Looks like this:
Available here:
http://esprit.campus.luth.se/~humus/
Iceman said:uh is it normal that my PC (Tbird 1,4 Ghz, 512 MB Ram, Radeon 9700Pro) does not exeed 30 fps even without AA/AF?
Looks nice though.
darkblu said:nice one, humus. i guess it's time to introduce translucencies
This is not possible in D3D due to API limitations, I don't know about OpenGL. There are solutions for D3D, but they come at a price.Mintmaster said:Is it possible to render onto a multisample texture?
Mintmaster said:I'm a bit surprised that it helped so much. Maybe the consequences are more apparent when the shadow caster and reciever are closer together.
Anyway, how high is the resolution in your shadow maps? They look pretty good in your demo. Is it possible to render onto a multisample texture? That should help stop aliasing and jerky borders on the shadows of moving objects, should you use lower resolution shadow maps.
Also, have you tried ATI's native shadow map support, or do they not have an extension yet? I thought they now support the same shadow maps as the GF3/4.
OpenGL guy said:This is not possible in D3D due to API limitations, I don't know about OpenGL. There are solutions for D3D, but they come at a price.Mintmaster said:Is it possible to render onto a multisample texture?