Hi there
Is there a reason why in ParallelSplitShadowMap, lots of the interesting
members are private? I would like to derive my own PSSM, and implement
multitexturing, but for this I do not have access to _textureUnitOffset, which
is a private member and does't even have a setter method...
Hi Daniel,
I would recommend using over ViewDependentShadowMap over
ParallelSplitShadowMap, this does mean use a recent dev release rather
than a stable release but the new shadow technique can do parallel
splits shadow maps as well as perspective shadow maps and make it easy
to switch/between or
2 matches
Mail list logo