XxStratoMasterXx said:Well, what about John Carmack's solution...shadow maps globally? Won't that solve the problem quite nicely?
T2k said:And when I pointed out back then as it is now (then), that's a dead end, everybody called me on all kinda names....
Chalnoth said:Dave B(TotalVR) said:How about overlaying a precedural 3D texture onto the stencil shadow volume, then at the face of every polygon inside blend the procedural texture (which will be of intensity) with the surafce texture?
How would you generate the procedural 3D texture, though? I mean, it'd work great, I just don't know how you'd do it.
T2k said:XxStratoMasterXx said:Well, what about John Carmack's solution...shadow maps globally? Won't that solve the problem quite nicely?
Lsat time I've chcecked they released a game (techdemo ) with heavy stencil use...
And when I pointed out back then as it is now (then), that's a dead end, everybody called me on all kinda names....
Suprisingly now even XXXStrato opens a topic about the death of stencils...
How times change... 8)
Is that what Tim said?Funny how Tim Sweeney bashes stencils, but then puts stencils as the primary shadowing engine in his renderer
Reverend said:Is that what Tim said?Funny how Tim Sweeney bashes stencils, but then puts stencils as the primary shadowing engine in his renderer
XxStratoMasterXx said:Reverend said:Is that what Tim said?Funny how Tim Sweeney bashes stencils, but then puts stencils as the primary shadowing engine in his renderer
Well according to the Unreal Engine website (www.unrealtechnology.com) dynamic lighting that casts shadows on anything but characters are stencils.
squarewithin said:XxStratoMasterXx said:Reverend said:Is that what Tim said?Funny how Tim Sweeney bashes stencils, but then puts stencils as the primary shadowing engine in his renderer
Well according to the Unreal Engine website (www.unrealtechnology.com) dynamic lighting that casts shadows on anything but characters are stencils.
Though the E3 engine video shows that lamp with the distance-based soft shadow via interpolating between 2 cubemaps.