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shadows [2022/07/28 16:57] (current) steph.jorgensen created |
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+ | ====== Shadows ====== | ||
+ | The SpeedTree SDK includes a sample shadow system to detail how our classes and shaders might interact with a typical cascaded shadow map system. The sample depth-only shaders included with the reference application use the same vertex declarations as the lit/ | ||
+ | |||
+ | ===== Forward rendering ====== | ||
+ | Our example forward rendering shadow system is in place to do the following: | ||
+ | * Enable rapid prototyping of real-time shadow maps | ||
+ | * Demonstrate that SpeedTree can work in a completely dynamic lighting environment | ||
+ | * Work out the problems associated with rendering geometry using shadow maps so that integrations may go more smoothly | ||
+ | |||
+ | Our sample shadow system can be decoupled from the shaders very easily and we expect this will happen in every SpeedTree/ | ||
+ | |||
+ | ===== Deferred rendering ===== | ||
+ | The only way the SpeedTree pipeline and SDK can assist with shadows in a deferred system is by generating appropriate shadow-casting shaders. The rest of the shadow system is independent of the shaders generated by the SpeedTree pipeline. |