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Re: Shadow Mapping in Source

PostPosted: Sun Sep 29, 2013 5:02 am
by Hollow
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".

Re: Shadow Mapping in Source

PostPosted: Mon Sep 30, 2013 12:09 pm
by [Steve]
That's looking really cool Sandern, is there any noticeable impact on performance?

Re: Shadow Mapping in Source

PostPosted: Mon Sep 30, 2013 12:21 pm
by Armageddon
Steve you can't just come back out of no where and do this.

Re: Shadow Mapping in Source

PostPosted: Mon Sep 30, 2013 1:07 pm
by [Steve]
Armageddon wrote:Steve you can't just come back out of no where and do this.

Do what?

Re: Shadow Mapping in Source

PostPosted: Mon Nov 25, 2013 2:10 pm
by SM Sith Lord
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?

Re: Shadow Mapping in Source

PostPosted: Sat Dec 07, 2013 9:39 am
by Sandern
[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.