About Store Forum Documentation Contact
Donations:
140$/mo



Post Reply 
viewRange() shadow changes
Author Message
JonathonA Offline
Member

Post: #1
viewRange() shadow changes
Hello everyone, what is the viewRange(...) function calling to change the shadow quality? It appears that as you increase the viewRange(...) the shadow becomes a much lower quality; I need to stop this from happening.

I have tried adjusting various shadow rendering options following a viewRange increase but it doesn't make a difference.

Has anyone got any suggestions?
01-25-2012 08:39 PM
Visit this user's website Find all posts by this user Quote this message in a reply
fatcoder Offline
Member

Post: #2
RE: viewRange() shadow changes
You need to setup a custom shadow step function. Check the headers in the shadow section and you'll see it there.
01-26-2012 01:23 AM
Find all posts by this user Quote this message in a reply
JonathonA Offline
Member

Post: #3
RE: viewRange() shadow changes
No he's referring to Display.h where you can see in the Display struct the pointer to a custom shadow step function where it gives a brief comment about it.

It's implemented in the Esenthel RPG 2 code but I can't quite figure out what "the i-th out of 'num' shadow map splits" means. I'm trying to figure out a way to keep the shadow quality equal regardless of view distance.

I have some knowledge of graphics programming so this stuff but not a great deal so this is pretty new to me I'm afraid.
01-26-2012 11:58 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Esenthel Offline
Administrator

Post: #4
RE: viewRange() shadow changes
yes, 'num' will be usually equal to D.shadowMapNum
those are cascaded shadow maps:

http://i.msdn.microsoft.com/dynimg/IC340427.png
http://imageshack.us/photo/my-images/301/csm6fu.jpg/
01-30-2012 08:01 PM
Find all posts by this user Quote this message in a reply
Post Reply