Game Development Community

Irregular shadow split (point light)

by Brian Mayberry · in Torque 3D Professional · 10/25/2009 (7:50 pm) · 5 replies

I don't recall this in Beta 5, but with 1.0 and 1.0.1 I get this odd shadow split if I use PSSM or Single pass.

deadonque.com/blog/images/shadowsplit.jpg


Switching to double fixes it, but seems to have a strange fall-off on one whole hemisphere.

deadonque.com/blog/images/shadowsplitDOUBLE.jpg


Any ideas?

#1
10/25/2009 (8:25 pm)
I noticed the same today in the sticks and twigs demo - cave map.
#2
10/26/2009 (5:51 am)
These days i played a lot with the shadows, i have to say shadow stuff is really bugged.
Getting 2-3 shadows is the little bug.
Shadow is using getObjBox() in object space,it is axis aligned and it breaks the light transform with wrong transformation data.
Rotating the player,shadow gets scaled,moved away,cut...
#3
10/26/2009 (11:10 am)
Single pass will *always* have a split. Don't use single pass unless you can rotate the light into a position where the split isn't visible and no object can cross the split equator.

Just for clarification, the singlePass renders models only once to two paraboloid hemispheres. A polygon crossing the split plane can be either in one hemisphere or the other, never in both (this is only possible with DX10's geometry shaders, which can duplicate polygons in the equator area).

Use the two-pass DualParaboloid.
#4
10/26/2009 (11:36 am)
Ahh, thanks for the info Manoel!

So, with that said, is there anyway to tweak where or how the two-pass hemispheres meet? The way it is now is suspect for lights with higher brightness levels.
#5
10/27/2009 (5:09 am)
@Brian - Rotate the light... it rotates the split around where you can position it into the least noticable location.