View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005880||The Dark Mod||Coding||public||13.01.2022 15:30||13.01.2022 15:30|
|Product Version||TDM 2.10|
|Target Version||TDM 2.11|
|Summary||0005880: Shadow maps backend should use shadow surfaces|
shadow maps backend renders all light surfaces into shadow maps.
stencil backend renders shadow surfaces into shadow maps.
The way stencil does it is much better, because frontend can decide what should cast shadows and should not.
The way shadow maps do that, either backend has to decide when to cast shadows and when not (it does not have much information for that), or all surfaces must be shadow-casting.
Of course, the shadow surfaces for stencil lights contains geometry of "shadow volume", which totally different from the geometry of the object.
For shadow maps, these shadow surfaces should usually contain the same geometry as in the light surfaces.
Of course, one must ensure that this geometry is not duplicated in vertex cache, i.e. the same data should be reused.
However, we should still create shadow geometry struct, pass it, and use it properly in backend.
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