Man, you have been a great help, thank you again Sami (: On Tue, Apr 28, 2009 at 10:55 AM, Sami Näätänen <sn.ml@xxxxxxxxxxxxxxx>wrote: > On Tuesday 28 April 2009 18:42:11 Alan Wolfe wrote: > > That is some pretty good advice, thanks Sami. > > > > I found this late last night and this technique talks about expanding the > > view frustum and then doing regular object culling so you don't have to > > create the shadow volumes or test which direction the shadows will be > cast. > > > > http://www.gamedev.net/columns/hardcore/shadowcast/ > > > > I'm going to have to look at the pros and cons of your method vs this > > method and see which makes more sense for my game cause I was thinking > this > > article was the best way, but now im not so sure (: > > It really depends on the light positions and types of the lights you use. > If > all the lights have short intencity fallout radius then adding that maximum > radius to the frustum is enough and this is easier to the CPU, but it will > stress the GPU more. > If the light sources are always quite a bit higer than the objects then > extending the frustum might be an option regardless of the intencity > fallout > radius. > > The thoughest cases are the ones where long shadows are generated from the > objects that are nearly in the same level as the lights. the toughest > example > would be sun set and sun rise. Also all kinds of columns are potential long > shadow producers. > > > Also consider that the idea of checking the smallest distance to the > frustum > position on the OL line is not full proof when the OL line is nearly > parallel > with the frustum. In the extreme case the OL line can even go away from the > frustum and still the shadow volume would intersect the frustum. But these > cases can be handled separately if such cases exist. These come in to play > when the light source is near an object as this heavily alters the shape of > the objects shadow volume. This can be solved by simply calculating the > same > condition used in the single test individually for the furthest and the > nearest point in the OL line that has a perpendicular point in the frustum. > If either test is true then the shadow volume will intersect the frustum. > The > nearest position of course can't be closer to the light source L than the > object O itself. > Also there might be extreme cases where the whole frustum is inside the > objects shadow volume. This means simply that we don't use the light source > for this scene. > > > So it might be better to implement both methods and use one of them > depending > on the combination of the light source and the object. > > > Thanks! > > Clad that I could help you. > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > >