Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actuallipsryme

Posted 04 December 2012 - 08:36 AM

Alright I understand the concept now. So in code would I calculate the view position for the first shadow matrix and then do something like:
float3 offset = float3(shadowPositionCascade[0].x + 1, shadowPositionCascade[0] + 0.75, somethingHere);
shadowPositionCascade[1] = shadowPositionCascade[0] + offset;

?

Still it sounds like a good optimization but my problem is rather in getting a correct result from all this.
It's probably easier to show this in a video:


It looks like it's still in the wrong space, seeing as it moves around with my camera.

#2lipsryme

Posted 04 December 2012 - 08:34 AM

Alright I understand the concept now. So in code would I calculate the view position for the first shadow matrix and then do something like:
float3 offset = float3(1, 0.75, somethingHere);
shadowPositionCascade[1] = shadowPositionCascade[0] + offset;

?

Still it sounds like a good optimization but my problem is rather in getting a correct result from all this.
It's probably easier to show this in a video:


It looks like it's still in the wrong space, seeing as it moves around with my camera.

#1lipsryme

Posted 04 December 2012 - 08:32 AM

Alright I understand the concept now. So in code would I calculate the view position for the first shadow matrix and then do something like:
float3 offset = float3(1, 0.75, somethingHere);
shadowPositionCascade[1] = shadowPositionCascade[0] + offset;

?

Still it sounds like a good optimization but my problem is rather in getting a correct result from all this.
It's probably easier to show this in a video:

PARTNERS