Differences bwteen depth-pass and depth-fail stencil shadow in shadow volume
Members - Reputation: 96
Posted 23 February 2012 - 01:47 AM
But the depth-fail tech works at all circumstances whether the camera is in the shadow or not.
Can you represent your opinion about it ?
Members - Reputation: 987
Posted 23 February 2012 - 04:32 AM
The classical z-pass technique decrements the stencil value when a front face is rendered. If that’s not visible, well, then shadowed and lit areas are reversed… Everything that should not be in shadow suddenly is (and vice versa).
Carmack’s z-fail shadows can handle this case, but unfortunately they are a slower, since the GPU can’t do hierarchical z-culling anymore (c.f. Persson, "Depth In-depth", page 6). If your shadow casting geometries are not too complex, don’t worry.
Acagamics e.V. – IGDA Student Game Development Club (University of Magdeburg, Germany)
Crossbones+ - Reputation: 2175
Posted 23 February 2012 - 06:10 AM
I work on this stuff: C4 Engine | The 31st | Mathematics for 3D Game Programming and Computer Graphics | Game Engine Gems | OpenGEX