🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

vortxGE 2.0 : Self shadow

Published February 11, 2012
Advertisement
Starting to look a little better, I now give full access to settings for shadows to the User. via ShadowMap size and pixel sample x,y values.


vortxGE4.png

EDIT :

And here's another update. Shadow is now a little softer and I added more settings for the User.

vortxGE5.png

Code showing a light setup for the shadowmap pass.

lsLight *light = (lsLight*)demo_scene->getFoundNode();

// set our clip area
float vr = pass_shadowmap->getFBO()->getWidth() / pass_shadowmap->getFBO()->getHeight();
light->Set_Perspective( 45.0, vr, 1.0, 10.0 );
light->setShadow_bias( 0.005 );
// set sample mult
light->setPixel_x( 0.002 );
light->setPixel_y( 0.002 );
// Set light
pass_shadowmap->setLight( light );

0 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement

Latest Entries

vortxGE : Threads

2452 views

C++11 Threads

3150 views

My Business

2305 views

Still Alive

2116 views

vortxEDIT : video

2236 views

vortxGE : Update

6078 views

vortxEDIT : Save

1995 views
Advertisement