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soft-edged shadow

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Hi,I'm a Chinese learner of soft shadow.I have read your article about soft-edged shadow.The effect looks very nice,so I want to apply this method to my project to add the soft shadow effect.But now,I have some questions about that. First ,when bluring the screenmap,why need draw the two quard. Second ,I don't make out the basic idea about gaussian filter ,can you give me some article about that? g_pd3dDevice->SetRenderTarget( 0, g_pBlurSurf[1] ); g_pd3dDevice->SetDepthStencilSurface( g_pNewDepthRT ); // Clear the viewport g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0 ); // Set the technique g_pEffect->SetTechnique( "techBlurV" ); // Compute the Gaussian offsets GetGaussianOffsets(FALSE, D3DXVECTOR2(1.0f / (FLOAT)SHADOW_MAP_SIZE, 1.0f / (FLOAT)SHADOW_MAP_SIZE), g_vSampleOffsets, g_fSampleWeights); g_pEffect->SetValue("g_vSampleOffsets", g_vSampleOffsets, 15 * sizeof(D3DXVECTOR2)); g_pEffect->SetValue("g_fSampleWeights", g_fSampleWeights, 15 * sizeof(FLOAT)); // Set the textures g_pEffect->SetTexture( "tBlurHMap", g_pBlurMap[0] ); // Render the effect uPasses = 0; g_pEffect->Begin( &uPasses, 0 ); for( uPass = 0; uPass < uPasses; uPass++ ) { // Set the current pass g_pEffect->BeginPass( uPass ); // Draw the quad g_pd3dDevice->SetStreamSource( 0, g_pQuadVB, 0, sizeof(QuadVertex) ); g_pd3dDevice->SetFVF( FVF_QUADVERTEX ); g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 ); // End the current pass g_pEffect->EndPass(); } // End the effect g_pEffect->End();

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