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Thread: Problem with shadows ?

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  1. #1
    Shadow Volume is too heavy technique, which depend on performance of CPU(I don't know if GLScene provide calculation of shadow volumes via GLSL) and require a lot of fill time. So, if your city is big, there is no way to make render faster. But if GLScene doesn't clip invisible buildings, and trying to calculate shadow volumes for them, you can try to optimize this is by clipping invisible buildings yourself.

    If there is a Shadow Mapping technique in GLScene, try it instead of Shadow Volume.
    Last edited by Andru; 18-02-2011 at 11:52 AM.

  2. #2
    thank u Andru

    I hope somebody find a solution for the shadows, because the shadows give more reality to the game

  3. #3
    Quote Originally Posted by programmer View Post
    thank u Andru

    I hope somebody find a solution for the shadows, because the shadows give more reality to the game
    For this type of shadowing you really should probably look more into lightmaps and/or baking them into textures. The general idea is to pre-generate how the shadows should look while leaving few objects with actual real time shadows (such as cars, or people). You really should look into breaking up your city model into multiple models, assuming it is from a close viewpoint like first person.

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