Max map size for shadows - Page 2

Max map size for shadows

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Slamoid wrote:Seems to me that it's time for multi-mode shadow solutions, just like we have with the water.

Why not have the faded-round style shadows as a software-rendered backup? Just cast one down from every unit, size depending on yardmap size, switchable with the hardware shadows in the Config program. It's simple, VERY cheap (2 alpha-blended poly per unit more), and will work on ALL vid cards. May not be the best graphics like the shadows we have now, but it's certainly better than the nothing I used to play with.
Super +1
As much as I love shadows we have, they are a bit too demanding on my video card. I'd love to see shadow options selectable the same way as water reflectivity is (meaning none for low-end, reflectivity in the middle, and dynamic water at the high end). A half-way point between the current shadows and no shadows would be great.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Image
Mugslugs
Posts: 89
Joined: 23 Aug 2005, 00:08

Post by Mugslugs »

Image
what like this one i threw together in a couple of mins :P
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

If you dod the shadow blobs what about the terrain??

aGorm
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