Jump to content
The Dark Mod Forums

Recommended Posts

  • Replies 77
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

I hope this isn't a useless thread, just thought it would be constructive to let everyone know about it. I was looking up some TDM related concerns, and accidentally stumbled across another fork of th

This keyword actually expects a normal map. Conversion is done via another command (normal iirc).   But as he says POM requires a heightmap (so an image that contains information about the height of a

For Reference: Iterative Parallex Mapping (with slope information)   Similar cheap like Parallex mapping, but better in regards to visuals. Fixed amount of iterations, so no branching needed (-> ca

Another reference:

 

https://learnopengl.com/?_escaped_fragment_=Advanced-Lighting/Shadows/Point-Shadows#!Advanced-Lighting/Shadows/Point-Shadows

 

I am still skeptical of a shadow mapping approach. Shadow maps are faster for "static" lights. Moving lights have only recently been possible with

shadow maps and the number of them allowed for engines which feature this are typically far lower than a standard Id Tech 4 map.

Though, I have heard that tile based shadow maps have solved this. http://hd-prg.com/tileBasedShadows.html

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to post
Share on other sites

Another reference:

 

https://learnopengl.com/?_escaped_fragment_=Advanced-Lighting/Shadows/Point-Shadows#!Advanced-Lighting/Shadows/Point-Shadows

 

I am still skeptical of a shadow mapping approach. Shadow maps are faster for "static" lights. Moving lights have only recently been possible with

shadow maps and the number of them allowed for engines which feature this are typically far lower than a standard Id Tech 4 map.

Though, I have heard that tile based shadow maps have solved this. http://hd-prg.com/tileBasedShadows.html

I would expect both approaches have roughly similar speed in general, with the exception that stencil shadows are culled to light screen size projection while shadow maps are usually fixed in size.

E.g. when player is a room fully lit by a couple lights (Officer Lounge in Fence) stencil light will draw in full screen size twice, while shadow map could draw in 512x512 buffer.

But then player is in the street with many small lights stencil could draw each light in a screen region as small as dozens of pixels, while shadow map is still 512x512 (not that there's no way to add LOD's to that as well)

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...