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Re: PSSM Shadows
[Re: 3run]
#396293
03/05/12 12:42
03/05/12 12:42
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Re: PSSM Shadows
[Re: Damocles]
#396936
03/12/12 11:50
03/12/12 11:50
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Joined: Jan 2012
Posts: 8
nacrug
Newbie
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Newbie
Joined: Jan 2012
Posts: 8
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1 split is not enough for pssm shadows. You should use more than 1 like 3, it is ideal. However, your shadow is not soft. You should also use nice filtering algorithms to soft edges. You can see my pssm http://s7.directupload.net/file/d/2827/89adnap3_png.htmNacrug
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Re: PSSM Shadows
[Re: 3run]
#396943
03/12/12 13:39
03/12/12 13:39
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Joined: Jan 2012
Posts: 8
nacrug
Newbie
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Newbie
Joined: Jan 2012
Posts: 8
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My pssm is not different from gamestudio. I did not put any extra filter or something. Difference is coming from their view_to_split function. I wrote my own split function because there is shimmering effect on normal pssm. After i stop shimmering, i ended project because i can add improvements later but you can also look this one. http://www.2shared.com/file/8Wizn7mZ/binaexport2.htmlPS: There are no models in the project because it takes a lot of sizes
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Re: PSSM Shadows
[Re: nacrug]
#396960
03/12/12 17:06
03/12/12 17:06
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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I'm getting error: 'D3DXVec4Divide' undeclared identifier
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