Re: [Algorithms] Priority/ID shadowbuffer sorting.
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From: Tom F. <tom...@bl...> - 2003-02-09 19:03:00
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Using sorted IDs means that you don't get self-shadowing around the edges of objects because of different rasterisation rules. The texels read will have the ID of an object further away, i.e. a bigger IDs, and since I'm using a >= test, they will still be lit. There are ways to avoid this such as percentage-nearest filtering, but I need this to work on stuff like the PS2, so that's not an option. TomF - Muckyfoot bloke. ----- Original Message ----- From: Jon Watte <hp...@mi...> To: <gda...@li...> Sent: Sunday, February 09, 2003 5:07 PM Subject: RE: [Algorithms] Priority/ID shadowbuffer sorting. > > > Only one teeny problem - it all relies on sorting object IDs from back to > > front, i.e. sorting objects. > > Why? You could shadow if the ID of the pixel you rasterize is different > than the ID as found in the shadow map for the same pixel (when projected > into shadow map/light space). Note: different, not "greater than". > > Or is there some other trick to your implementation which makes it need > to sort, rather than just test? > > Cheers, > > / h+ |