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Thomas, 2008-06-18, "Character version 2.0"
Thomas Offline
Frictional Games

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#18
RE: Thomas, 2008-06-18, "Character version 2.0"

You are not annoying, I find it interesting hearing about new ideas Smile

I still do not get your algorithm though. Here is how I do it (which is basically the "normal" way I guess):

1. Render geometry to shadow map in a Z-only pass.
2. Render the shadow casting light (using light geometry: sphere, cone, etc) to scene and use shadow map from #1 to calculate occlusion.
3. Discard the shadow map from #1.

Now as I understand your algorithm, after my step#1, you render the shadow map data and all world geometry again to a new 128 bit render target and then use that render target when rendering the light. Since your step #1 seems to be exactly like mine, I cannot see how you get a speed gain, unless the your technique greatly improves the performance of the light shader (which I fail to see).

Again, tell me if I am wrong about anything Smile
07-01-2008, 09:02 AM
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