I mean, they are always showing a single shadow map style shadow for each character, even if there several lights in the scene.
How are they creating it? I've tried to limit my character shadow only to nearest light, but it's "jumping" in a very annoying way. Are they using some kind of interpolation? how do they determine the light/shadow view pos/projection?
anyone have any ideas?
thanks in advance
half life 2 / source engine shadowS?
If the shadow edge is jumping, you should move the shadow casting light in texel-size increments. See the following link, especially chapter Moving the Light in Texel-Sized Increments:
I think they just cast a shadow in a fixed direction at all times, regardless of light positions. I'm not entirely sure, but that's what it seemed like to me.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement