@danielnathana So it seems. There is a very easy-to-find example on opengl.org about how to do correct penumbra shadows. Still, DX11 can do tessellation. And it is much faster.
@danielnathana huh. I thought it wasn't updated since the 90's? Or is it one of those things that is always updated but it doesn't have specific versions?
Looks to me like they're varying the filter width and blending between two results when doing the accurate algorithm, whereas the fast one only uses a single filter width. So it looks almost as though it's running half the speed because they have to do the search loop twice from two starting points.
realtime? 'Cause if it is, openGL can suck it!
superkellerman8D 1 year ago
@superkellerman8D Do you know what you're talking about? You can do real time shadows in OpenGL also.
danielnathana 1 year ago
@danielnathana not soft shadows! and when i say soft shadows i mean relative softness (aka hard edge closer to the object soft further away)
superkellerman8D 1 year ago
@superkellerman8D Yea OpenGL can do soft shadows real time. There are examples with sources on the OpenGL website.
danielnathana 1 year ago
@danielnathana So it seems. There is a very easy-to-find example on opengl.org about how to do correct penumbra shadows. Still, DX11 can do tessellation. And it is much faster.
superkellerman8D 1 year ago
@superkellerman8D Yep. OpenGL can do that too, easily done using the OpenGL Utility Library.
danielnathana 1 year ago
@danielnathana huh. I thought it wasn't updated since the 90's? Or is it one of those things that is always updated but it doesn't have specific versions?
superkellerman8D 1 year ago
@superkellerman8D I'm think they've updated it in OpenGL 4.0. But I do believe Direct3D does it better.
danielnathana 1 year ago
what is the name of the tool that you used to make this testenvironment?
jacek533 3 years ago
Wow, how can that give such a framedrop? Hehe looks pretty realistic though.
Mecius 4 years ago
Looks to me like they're varying the filter width and blending between two results when doing the accurate algorithm, whereas the fast one only uses a single filter width. So it looks almost as though it's running half the speed because they have to do the search loop twice from two starting points.
ShootMyMonkey 4 years ago
Yeah, it looks great. But the 15 fps (Accurate mode) and 28 fps (Fast mode) for this simple scene is *ugh* on a 8800.
idinev 4 years ago
No that exciting, I know, but they are better than current game shadows.
Danial79 4 years ago