Shadow Mapping in Source

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Re: Shadow Mapping in Source

Postby Hollow on Sun Sep 29, 2013 5:02 am

I'm usually too busy to check this thread frequently since I work on two games & it's never active because hardly anyone is using deferred. "Sorry".
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Re: Shadow Mapping in Source

Postby [Steve] on Mon Sep 30, 2013 12:09 pm

That's looking really cool Sandern, is there any noticeable impact on performance?
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Re: Shadow Mapping in Source

Postby Armageddon on Mon Sep 30, 2013 12:21 pm

Steve you can't just come back out of no where and do this.
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Re: Shadow Mapping in Source

Postby [Steve] on Mon Sep 30, 2013 1:07 pm

Armageddon wrote:Steve you can't just come back out of no where and do this.

Do what?
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Re: Shadow Mapping in Source

Postby SM Sith Lord on Mon Nov 25, 2013 2:10 pm

Very awesome Sandern. Love deferred, but hated that it broke maps compiled for lightmapped engines.

One question, does it load & play normal lightmapped BSP's without you having to manually modify them?
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Re: Shadow Mapping in Source

Postby Sandern on Sat Dec 07, 2013 9:39 am

[Steve] wrote:That's looking really cool Sandern, is there any noticeable impact on performance?

Yes, but it's more less the same performance impact swarm-deferred has.

SM Sith Lord wrote:Very awesome Sandern. Love deferred, but hated that it broke maps compiled for lightmapped engines.

One question, does it load & play normal lightmapped BSP's without you having to manually modify them?

If no deferred global light exists, I spawn one based on the light_environment entity:
https://github.com/Sandern/hl2wars_asw_ ... s.cpp#L306

Won't give a good result on all maps, but most of the time it looks good enough.
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