![]() The interesting thing is, that for low-poly models you’re practically always fill-limited, so the one with fastest fillrate wins. This difference is made bigger by the fact that having the geometry always well-tesselated allows you to move computations from fragment level to vertex level. DP shadows are heavy on geometry, cubemaps on fragments. The real difference between the two techniques remains unclear until somebody bothers to write a test app using both of the techniques in a similar, real-world situation. I don’t have an up-to-date demo available, but here are a couple of screenshots: I’m using dual-paraboloid shadow maps in my engine, and they don’t look like crap. GlCopyTexSubImage2D(CubemapSides, 0, 0, 0, 0, 0, CubeShadowmap->GetSize(), GlBindTexture(GL_TEXTURE_CUBE_MAP_ARB, CubeShadowmap->GetID()) GlTranslatef(Position, Position, Position) Void CLight::SetupCubeShadowmap(int Side)ĬgGLSetParameter1f(CLight::ShadowSquareLightIntensity, SQUARE(Intensity)) ![]() Here’s a code snipped of rendering the cubemaps: void CGLRenderer::PreRender() (can’t use a pbuffer, but this is done before anything else gets rendered to the screen)ĭraw scene with diffuse+specular light shaders enabled (shadow cubemap bound) Everything appears shadowed when I tried (not surprised).ĭraw the scene into cubemap from the light’s point of view with shadow vertex and fragment programs enabled ![]()
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