Use lower LOD for non-PSSM shadows?
by Oscar Velzi · in Torque 3D Professional · 02/01/2011 (10:51 am) · 4 replies
One of the features I loved most in 1.1 was the ability to set this preference ($pref::PSSM::detailAdjustScale) and make the PSSM shadows use the lower LOD in my models, which made us save lots of polycount and increase or FPS.
I was wondering if there's a similar feature for non-PSSM shadows (paraboloid, cubemaps, etc.) since that will help us greatly with interiors in our game.
Thanks!
I was wondering if there's a similar feature for non-PSSM shadows (paraboloid, cubemaps, etc.) since that will help us greatly with interiors in our game.
Thanks!
About the author
Lead Artist of Iron Tower Studio
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#2
02/01/2011 (7:48 pm)
Sure thing, it would help us quite a bit in our case due to the type of game we are making and how we structured the interior models. Thanks for responding!
#3
02/25/2011 (9:44 am)
BTW, Tom, can you point out where the change can be made? And I'll ask my programmer to do it. I'm more interested in using the smaller LOD as a "shadow mesh", without changing (so that the game uses always the smaller LOD for shadows no matter the distance.
#4
05/04/2011 (1:17 pm)
You can see how in PSSMLightShadowMap::_render the TSShapeInstance::smDetailAdjust and TSShapeInstance::smSmallestVisiblePixelSize values are temporarily changed. You can pretty much transfer the same thing over to all the other shadow map types' _render methods.
Associate Tom Spilman
Sickhead Games
Right now the focus is on bugs, but i'll keep it in mind.