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Thread: Getting things straight: Shadow Maps.

  1. #11

    Re: Getting things straight: Shadow Maps.

    Well in Zanzibar when you go under the light you can see both although the one is hard to see.
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  2. #12
    Senior Member et_cg's Avatar
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    Re: Getting things straight: Shadow Maps.

    Yes, but the environmental shadow does not change in position relative to the light. It stays at the same angle that the sun is shining from. Well, opposite, of course. The dynamic shadow, moves around in reaction to the lights movements.
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  3. #13
    The One and Only TheGhost's Avatar
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    Re: Getting things straight: Shadow Maps.

    Quote Originally Posted by Kornman00 View Post
    I've never looked into it myself, but I think I remember something saying that they do their shadow casting using the collision model.
    What? How can that be? Collision models are usually low-poly boxes and that's not what the shadows look like at all.
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  4. #14

    Re: Getting things straight: Shadow Maps.

    In halo 2, I think the collision models are much higher res. The only problem with the shadow maps is that they need better filtering, or any filtering at all. Probably somewhere in the dx configuration, it can be set to enable shadow map filtering.
    Last edited by jahrain; July 10th, 2007 at 06:40 PM.
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  5. #15
    The Silent Photographer Zeph's Avatar
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    Re: Getting things straight: Shadow Maps.

    Erm, yeah, it is their fault, as they had the chance to implement something to keep it from looking like that.
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  6. #16
    Kid in the Hall Kornman00's Avatar
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    Re: Getting things straight: Shadow Maps.

    Quote Originally Posted by TheGhost View Post
    What? How can that be? Collision models are usually low-poly boxes and that's not what the shadows look like at all.
    Like I said. Stop.
    I've never looked into it myself. Stop.
    I my be confused with another game engine. Stop.
    So don't quote me on it. Stop.
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