I remember that someone said that JC would use shadow mapping in next game,but in 2002,JC said:"Shadow buffers make good looking demos with controlled circumstances, but when you start using them for a “real†application, you find that you need absolutely massive resolution to get acceptable results for omni - directional lights, and a lot of the artifacts need to be tweaked on a per-light basis. While it is possible to do shadow buffers on GF1/radeon class hardware, without percentage closer filtering they look wretched. If we were targeting only the newest hardware, shadow buffers would have a better shot, but even then, they have more drawbacks than are commonly appreciated"
so i think that shadow volume will be Large quantity usage in the future.what do you tink of it??
so i think that shadow volume will be Large quantity usage in the future.what do you tink of it??