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Implement initial cascaded shadow mapping support #3307
Implement initial cascaded shadow mapping support #3307
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This post will contain all models that have shadow issues. Droid components: These all either have holes underneath them or darkness issues. The first slot on the dragon body is good to test with as the weapon is mounted in such a way the turret will cast a longer shadow. Features: Structures: So far I'm looking at campaign only and this is still a work in progress. Edit: Done campaign. Need to look at MP specific technology now, plus the body and propulsion components. |
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First batch of model fixes are in: #3347 |
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Co-Authored-By: MaNGusT- <[email protected]>
GL_ATI_meminfo, GL_NVX_gpu_memory_info
After: 9ebc6aa (Refactor pie_PerspectiveGet, cache multiple matrices, separate skybox getter)
Instead of keeping the DROID object around just to draw the death animation.
Based on droid's last movement direction and speed
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Going to merge this shortly, to get some more testing (and make way for additional work that builds on this). Since the old stencil shadow method still exists, we can always change the default for the next release back to the stencil shadows if we haven't resolved enough additional model issues before then. |
Building on top of the new instanced rendering setup, this PR implements an initial attempt at cascaded shadow mapping.
Notes:
Performance notes:
(The size of the shadow map buffer.)
Future TODOs:
Ideas for future improvement: