Gamestudio Links
Zorro Links
Newest Posts
Why Zorro supports up to 72 cores?
by 11honza11. 04/26/24 08:55
M1 Oversampling
by 11honza11. 04/26/24 08:32
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Data from CSV not parsed correctly
by EternallyCurious. 04/25/24 10:20
Trading Journey
by howardR. 04/24/24 20:04
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (VoroneTZ, Quad, EternallyCurious, 1 invisible), 844 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: (WIP) Better Shadowmapping [Re: Slin] #451049
04/27/15 18:48
04/27/15 18:48
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
Originally Posted By: Slin
sivan, I know that you used that old snippet, but it had some issues I fixed in this version. And I know that the stencil buffer approach sucks, but it has the advantage of just working good enough for most people here. Everything else needs too much of a custom rendering approach for most people to handle.

Ch40zzC0d3r, in vp_depth.fx and also in vp_pssm.fx at the top is an uncommented #define BONES, just make sure that define in set in both shaders and it should work fine with bone animations. The difference is that the DoBone will apply the bone transformations in the vertex shader to each vertex, to actually make the model animate. So without it, it will generate depthmaps and shadows as if the models would not be animated.


Wow Im stupid to oversee it. Thanks alot laugh
Is there a faster way then passing NOWORLD flag to the splitviews to not render shadows of the world but shadows of other models ON the world?
Removing those 2 lines has no effect:
Code:
while(!level_ent) wait(1);
level_ent->flags |= SHADOW;


Last edited by Ch40zzC0d3r; 04/27/15 20:44.
Re: (WIP) Better Shadowmapping [Re: Ch40zzC0d3r] #451051
04/27/15 21:37
04/27/15 21:37
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
NOWORLD should be fine. Alternatively you may or may not be able to disable shadows for the world with:
Code:
level_ent->flags &= ~SHADOW;


Re: (WIP) Better Shadowmapping [Re: Slin] #451120
04/28/15 19:14
04/28/15 19:14
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
Well NOWORLD still lags hard on big maps even when there are no shadows at all.
But when I look at the debug panels only shadows for my shadow entities are drawn.

Code:
level_ent->flags &= ~SHADOW;


Doesnt work too, the level is drawn with shadows and FPS is still decreasing frown
Im out of ideas then, might have to disable it for big maps o:

Last edited by Ch40zzC0d3r; 04/28/15 19:17.
Re: (WIP) Better Shadowmapping [Re: Ch40zzC0d3r] #451167
04/29/15 15:27
04/29/15 15:27
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
So with NOWORLD it is slower than without!? Because that doesn't seem to make any sense, since NOWORLD is supposed suppress rendering of the world which should improve CPU und GPU performance...

Re: (WIP) Better Shadowmapping [Re: Slin] #451191
04/29/15 20:48
04/29/15 20:48
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
Originally Posted By: Slin
So with NOWORLD it is slower than without!? Because that doesn't seem to make any sense, since NOWORLD is supposed suppress rendering of the world which should improve CPU und GPU performance...


No, it doesnt change the speed at all (or only like 2 FPS) and is as slow as drawing shadows of the whole map, thats what Im talking about.
On a heavy map I activated the splitviews and stuff but dont draw any shadows, but the FPS is still decreasing by like 30 frames until I turn off all the views, even if they dont render a single thing shocked

Last edited by Ch40zzC0d3r; 04/29/15 21:14.
Page 2 of 2 1 2

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1