half life 2 / source engine shadowS?

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1 comment, last by deftware 9 years, 10 months ago
Hi guys i've been wondering how to do source engine - like shadows in opengl?
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
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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:

Common Techniques to Improve Shadow Depth Maps

Aether3D Game Engine: https://github.com/bioglaze/aether3d

Blog: http://twiren.kapsi.fi/blog.html

Control

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.

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