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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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DJTN

Shadow Mapping Blending with Multi-pass Render

3 posts in this topic

I have multiple shadow maps (one per light – 5 total) and at first, I wanted to render the shadow maps in one shader pass and separate my shadows from my lights but the hardware limitations from older cards quickly rid me of that approach. I'm still separating my shadowing from lighting but I have to do multiple passes for each shadow map. The problem is that I cannot get the SRC and DEST alpha blending to work correctly. In my shader I’m only rendering the shadows with the basic material (texture) for the geometry. No lights, nothing…

What are the standard blend settings for rendering shadow maps with a multi-pass rendering for good dark shadows?




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I am happy that you figured out your problem, and sorry that someone else didn't help you out before hand. However, looking at the dates/times of your post it looks like they were about 16 hours apart. That is normally enough time for someone to bite, but it isn't unusual to have to bump a topic over several days until someone with experience on your specific problem finds your post.

I also don't see anything wrong with the way you worded your post, although I didn't really understand initially what the issue was until I read your resolution. The fact that you shared your solution is a good thing - I don't think you are blacklisted, and contributing back to the community in this way will only help you get more answers down the line... You just have to be patient and understand that sometimes the right people aren't around at the right time.

In any case, I'll keep an eye out for your next post :P
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Thanks Jason. Sorry for the late reply, didn’t have notifications turned on for this post. The reason I'm back is I ran into another problem and wanted to add to my post.


Flicker Issues:

After I got my shadowing algorithm linked up I started noticing sever artifacts with my normal mapping and reflection materials. This was due to depth fighting. For anyone else having this issue, it's because of the precession (or lack of precision) in the zbuffer. There is a render state you can adjust when doing occlusion or multi-passes that allows you to adjust the depth. It's called "DEPTHBIAS".

I set it to 1 during the occlusion portion of my render then I set it back to 0.

Hope this helps someone...

Cheers,
Dj


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