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Posted 19 July 2012 - 07:07 AM
Posted 19 July 2012 - 05:19 PM
Edited by PixelSmasher, 19 July 2012 - 05:21 PM.
Posted 23 July 2012 - 08:23 AM
Posted 24 July 2012 - 03:12 AM
Edited by PixelSmasher, 25 July 2012 - 06:23 AM.
Posted 25 July 2012 - 09:43 AM
Posted 26 July 2012 - 04:47 AM
It would be nice to see your results in case you find the time and implement it.
It's just simply sphere mapping. The only difference is, that they use 2 sphere maps and let the vertex shader decide on which one the vertex gets projected, based on whether the y axis is positive or negative. They say that it would be a one pass method, but I really doubt it. I don't think that a triangle that has vertices on both sides of the xz-plane wouldn't cause artifacts. You'd probably still need a geometry shader or 2 passes to render these shadow maps without artifacts. I think it's worse than dual paraboloid shadow mapping, but I'll give it a try.
Posted 26 July 2012 - 08:45 PM
Posted 30 July 2012 - 02:52 AM
Last time I tried it, using the geometry shader for single pass cubemapping was slower on my machine than doing a pass for every cube face. Have you seen more encouraging results?
I would also try single pass cubemapping using the geometry shader: http://devmaster.net...-really-useful/
The least amount of geometry warping that I know of, and still very efficient