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path: root/src/client/shadows/dynamicshadowsrender.h (follow)
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* Force-update shadows when the world is changed (#12364)x20482022-05-261-0/+2
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* Deal with compiler warningssfan52022-04-301-1/+0
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* Tune shadow perspective distortion (#12146)x20482022-03-311-0/+6
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-261-2/+8
| | | * Also Disable shadows when sun/moon is hidden. Fixes #11972.
* Move updating shadows outside of RenderingCore::drawAll. (#11491)x20482021-08-121-3/+1
| | | | Fixes indirect rendering modes such as some 3D modes mentioned in #11437 and undersampled rendering. Does not fully fix anaglyph 3d mode.
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-251-2/+5
| | | | | | | | | | Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
* Shadow mapping render pass (#11244)Liso2021-06-061-0/+146
Co-authored-by: x2048 <codeforsmile@gmail.com>