Normals Shadows

Quite satisfied! I’m almost sure I won’t be able to achieve PSSM texture shadows with hundreds/thousands of trees on a single scene. I decided to add here some ground shadow using vertex normals CPU computation. Result is a GPU free shadow on the whole map. I still have some issues precalculating the exact position of future trees, and shadows are nothing but blured spots… but it should fit quite enough for distant shadows, and for low-end GPU cards.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s