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@@ -68,7 +68,7 @@ of light with a single texture? There are two alternatives, the first
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one is to use DPSM (Dual Paraboloid Shadow Mapping). This technique is
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one is to use DPSM (Dual Paraboloid Shadow Mapping). This technique is
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fast, but it requires DISCARD to be used (which makes it not very usable
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fast, but it requires DISCARD to be used (which makes it not very usable
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on mobile). DPSM can also look rather bad if the geometry is not
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on mobile). DPSM can also look rather bad if the geometry is not
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-tesselated enough, so more vertices might be neccesary if it doesnt'r
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+tesselated enough, so more vertices might be necessary if it doesnt'r
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look tight. The second option is to simply not use a shadow map, and use
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look tight. The second option is to simply not use a shadow map, and use
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a shadow cubemap. This is faster, but requires six passes to render all
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a shadow cubemap. This is faster, but requires six passes to render all
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directions and is not supported on the current (GLES2) renderer.
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directions and is not supported on the current (GLES2) renderer.
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@@ -126,7 +126,7 @@ Z-Offset. This improves things a lot:
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.. image:: /img/shadow_offset_2.png
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.. image:: /img/shadow_offset_2.png
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-But it's not quite perfect, self shadowing did not dissapear completely.
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+But it's not quite perfect, self shadowing did not disappear completely.
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So close to perfection but still not there.. so in a turn of greed you
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So close to perfection but still not there.. so in a turn of greed you
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increase the Z-Offset even more!
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increase the Z-Offset even more!
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