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@@ -296,9 +296,9 @@ Omni light shadow mapping is relatively straightforward. The main issue that
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needs to be considered is the algorithm used to render it.
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needs to be considered is the algorithm used to render it.
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Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** mapped.
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Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** mapped.
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-**Dual Parabolid** renders quickly, but can cause deformations, while **Cube**
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+**Dual Paraboloid** renders quickly, but can cause deformations, while **Cube**
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is more correct, but slower. The default is **Cube**, but consider changing it
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is more correct, but slower. The default is **Cube**, but consider changing it
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-to **Dual Parabolid** for lights where it doesn't make much of a visual
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+to **Dual Paraboloid** for lights where it doesn't make much of a visual
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difference.
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difference.
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.. image:: img/lights_and_shadows_dual_parabolid_vs_cubemap.webp
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.. image:: img/lights_and_shadows_dual_parabolid_vs_cubemap.webp
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@@ -348,7 +348,7 @@ Spot shadow mapping
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Spots feature the same parameters as omni lights for shadow mapping. Rendering
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Spots feature the same parameters as omni lights for shadow mapping. Rendering
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spot shadow maps is significantly faster compared to omni lights, as only one
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spot shadow maps is significantly faster compared to omni lights, as only one
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shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual
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shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual
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-parabolid mode).
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+paraboloid mode).
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Spot lights with shadows enabled can make use of projectors. The projector
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Spot lights with shadows enabled can make use of projectors. The projector
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texture will *multiply* the light's color by the color at a given point on the
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texture will *multiply* the light's color by the color at a given point on the
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