There’s a hack I don’t like much: when the camera moves, the blurred volume aren’t corretly placed anymore, so I switch back to “hard” shadows. Maybe on faster hardware the volumes would fade out fast enought not to be visible. You can test it by pressing the “n” key and move the view with the mouse.
Maybe I should instead reduce the number of displayed volume…
I haven’t test your demo (because I haven’t yet a good graphic card - i’m working on SGI), but I think that you’d beter try to simulate real soft shadow procesing : in software rendering, soft shadows are based on multi sample per light. This samples are based on the radius, the segment or the surface of the light.
IMHO, with your method, you will have a linear soft whadow because it’s more a motion blur (based on a direction vector) than a real multi sample method. So, you should try the same thing by moving the light on a sphere. By processing 8, 16 or more samples, you should be able to do soft shadows in static scenes.
hardshadows working as the others report: no shadows if no move, else normal sharp stencil shadows.
softshadows not visible at all, unimportant if moving or not, i see the unshadowed scene.
specs:
radeon9700pro,celeron2gig,256mddr333,60gbhd+20gbhd,512kbitsdown128kbitsupadslmodem. you need anything else?
oh, win2000professional,latest service patches and releases, dx9beta and appropriate drivers for radeon installed.
and i do have a soundcard, too. never forget that!
and a dvd rom, and a cd burner. says it can do 48x, but does only 40x. could that be the problem?
sorry… couldn’t resist…
Originally posted by Old GLman:
Can you put a Linux version up please?
That is a Linux version, but you have to “chmod u+x yac3De” before you run it with “sh runme1st”. You might have to symbolically link your libstdc++.so to libstdc++.so.5 aswell.
Originally posted by kingping: I linked the libstdc++.so in /usr/lib with the largest number after it (3.0.2). Not sure how things are arranged with RH though :]
Works for me with hard and soft shadows at about 15fps. But when I move the player the shadows move with the camera and then vanish to get redrawn were they belong.
Originally posted by gaby:
[b]…you’d beter try to simulate real soft shadow procesing : in software rendering, soft shadows are based on multi sample per light. This samples are based on the radius, the segment or the surface of the light.
IMHO, with your method, you will have a linear soft whadow because it’s more a motion blur (based on a direction vector) than a real multi sample method. So, you should try the same thing by moving the light on a sphere. By processing 8, 16 or more samples, you should be able to do soft shadows in static scenes.
Gaby[/b]
Hem, that’s what I’m doing when the light does not move =)