PBR and shadowmaps

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Expand view Topic review: PBR and shadowmaps

Re: PBR and shadowmaps

by Indecom » Sat Jul 07, 2018 4:03 am

Thanks for the replies folks! This gives me plenty of stuff to consider.

Re: PBR and shadowmaps

by Gez » Sat Jul 07, 2018 4:01 am

Yes. It's the only way to make them fast enough.

You'll notice that in modern games with advanced shadowcasting, they cheat by having only a few light sources cast shadows. Typically it'll be just the sun, the player's torchlight (if any) and then perhaps the one or two light sources nearest to the player. Shadowcasting is expensive even on recent computers and even with engines optimized from the start for this kind of things.

Re: PBR and shadowmaps

by Indecom » Sat Jul 07, 2018 3:41 am

Is this because shadowmaps are only 2D?

Re: PBR and shadowmaps

by phantombeta » Sat Jul 07, 2018 3:25 am

That looks like either a lower sector or a 3D model. AFAIK shadowmaps only work for solid geometry. (as in, one-sided lines)

PBR and shadowmaps

by Indecom » Sat Jul 07, 2018 3:14 am

I'm not sure if I'm doing something wrong or if the support isn't there, but I've enabled shadowmaps for dynamic lights in the options menu, and these dynamic lights arent casting any shadows as you can see.

Are shadowmaps not compatible with GZD's new material system? Are there some command line parameters I can putz with?


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