Monthly Archives: April 2010
Graphics Tech: Shadow Maps (part 2): Save 25% texture memory, and possibly much more.
In the previous part, I talked about my reasons for wanting to use Cascading Shadow Maps (one of the biggest: image stability), then said that we had implemented Michal Valient’s version of the algorithm, and mostly liked it, but wanted to reduce the memory usage. This time I’ll show how to …
Graphics Tech: Multi-lightmaps
Ignacio has implemented the first version of the handling for light sources that change (doors that open or close, lights that can be switched on or off, etc). The idea is that we just precompute different lightmaps for each of these cases and blend between them at runtime. In the …