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Great work! I really appreciate the breakdown.

> Each of the four cascades are given the scene at different levels of details. The first cascade uses the highest level of detail while the last cascade uses the lowest available level of detail.

I would expect the shadow renders would want to use the same LOD as the primary view to keep the shadow casting geometry consistent with the shadow receiving geometry. Otherwise, you might have incorrect self-shadowing.



I think this part of the cascade shadow map generation could be improved. Luckily the stuff closest to the camera looks correct, but distant stuff does look off until you get closer and higher resolution pops in.

In the future I'll probably do something similar to what you mentioned and have the cascades use the LODs selected for the main view.




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