Quote:Original post by Ysaneya
You sure this is a shadow map ? It's hard to see, but i don't think there's self-shadowing on the character, which hints that it could be simple projected shadows (and which would also explain why it runs on a GF4 MX).
Y.
That's a good point. I don't know much about projected shadows, however what you can't see in that screenshot is the "swimming" effect which a low res shadow map is famous for. This effect, though almost isn't noticeable because of the blurred nature of the shadow.
This page mentions "shadow buffers" have been used though I have no idea what they are.
Even if it is projected planar shadows, are there techniques for getting soft shadows with them?
If only Splinter Cell could blur the shadow according to distance from caster, I would call it the best shadow ever possible on a Geforce4 MX. [smile]
@acid2: No PCF on a GF4MX [grin]. Also, for the rest of the game the smartest thing would be to use static lightmaps, whose presence are toggled by whether the light is on.