Hi, Sebastian
You should be able to manage this with cull masks on cameras (cullmask on
camera that render shadowmap to render shadow graph, cullmask for main camera
to render main graph ), like use 0x1 on shadow graph and camera, 0x2 on main
graph and camera.
Cheers,
Sergey.
06.07.2011, 17:4
Hi Sergey,
Thanks so far for the hints. I was thinking something similar.
The problem however is how tell the shadow-technique that one graph is
for casting while the other is for receiving. Do I have to overwrite
certain parts of the ShadowedScene class to achive this?
cheers
Sebastian
Hi
Hi, Sebastian
I think you can create stateset on top of your shadow casting graph, and set
all state you need to enable and disable explicilty with override flag, like
disable textures, blend, color write, texenv stuff, lighting etc with
appropriate attributes\modes. Also you can copy graph (wi
Hi,
Currently I'm trying to improve performance regarding shadow mapping.
So far I've managed to get reasonable results for large outdoor scenes
using LightSpacePerspectiveMaps.
In order to improve performance further, I did come up with the
following idea:
As my scene-graph consists of many ob
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