New shadow feature: Irregular Shadow Buffers
Full log: http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html In short: this is a shadow buffer approach that always results in crispy shadows, independent of lamp buffer size or zoom level. This shadow buffer system also supports transparent shadow. This is part of work on refreshing Shadow Buffers in Blender. You now can choose of two types (Classical, Irregular). More types will follow. Also quality issues for Classical shadow buffers are going to be reviewed, especially to solve the lousy Biasing. For the CVS log record; it is based on articles: Gregory Johnson et al, University of Texas, Austin. (Regular grid method). Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
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@@ -647,7 +647,7 @@ static void drawlamp(Object *ob)
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/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
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if (la->type!=LA_HEMI) {
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if ((la->mode & LA_SHAD_RAY) ||
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((la->mode & LA_SHAD) && (la->type==LA_SPOT)) )
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((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT)) )
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{
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drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
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}
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@@ -821,7 +821,7 @@ static void drawlamp(Object *ob)
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setlinestyle(0);
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if(la->type==LA_SPOT && (la->mode & LA_SHAD) ) {
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if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
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drawshadbuflimits(la, ob->obmat);
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}
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