Hi Oren,
here I am to ask something more specific about your light/shadow algorithm.
I've read you use variance shadow mapping, and also that you decided to use a shadow map per light for STATIC objects, and than a common shadow map for all lights. How do you handle the common one? I mean...there are plenty of lights around that projects their static shadow map, but which one is responsible to create the dynamic one? I've thought that you choose it to be a simple directional light...is it true?
Changing subject, I've read about your area pvs, and bitset use...I found them very useful, but where do you store those infos?
And why are you talking about 'lightning pass' ? It's just a matter of light culling or it is a complete light rendering, like a deferred engine?
Thank you very much Oren!
here I am to ask something more specific about your light/shadow algorithm.
I've read you use variance shadow mapping, and also that you decided to use a shadow map per light for STATIC objects, and than a common shadow map for all lights. How do you handle the common one? I mean...there are plenty of lights around that projects their static shadow map, but which one is responsible to create the dynamic one? I've thought that you choose it to be a simple directional light...is it true?
Changing subject, I've read about your area pvs, and bitset use...I found them very useful, but where do you store those infos?
And why are you talking about 'lightning pass' ? It's just a matter of light culling or it is a complete light rendering, like a deferred engine?
Thank you very much Oren!