The demo worked ok on my computer, Windows Athlon dual core 7950GT.
And I really like the cut down code. Trying to work out what's going on in all the lighting "examples" I've seen so far is a nightmare. Since they're based on ExampleApplication I can't work out what headers I really need, and the shadows demo is more like a byzantine maze of cegui code than anything else.
I'm now trying to add these soft shadows to my own project, it's starting to work but I've had a few problems.
Firstly the shader programs wouldn't compile, it complained that blur was trying to use 49 registers when there are only 12. I changed the blur radius to 1 in the shader and it was ok then.
Next it couldn't fine the diffuse_template, even though I can see it's there. This is probably my fault, it seems my programs are having trouble finding scripts unless they are in the same file. Maybe I'm missing a header or something. I fixed this by shifting the metal and white material onto the bottom of the 00diffuse.material file.
Now the log says everything is ok. I've tried to work out what bits of the project I need to copy over and I've managed to get a couple of lights up and running. I can't say I understand some of the code though. For instance, there's the shadowTextureCasterPreviewProj function. Nothing seems to call it. So how does it get used?
It'd be cool if you included a complete VC9 project instead of just a raw .cpp file too... in fact, do you know what would be really cool?
I've noticed Ogre is seriously lacking in shadow department. Not in the abilities, but in the documentation and examples. The wiki has nothing but a couple of old, useless articles. Tutorial 2 is waaay too simple (ok as an intro, but no good for doing anything sophisticated) and has the annoying ExampleApplication, while the Demo_Shadows.exe is a complicated, tangled horror (handy for demonstrating capabliities, but useless for seeing how the work programmatically).
It'd be great if someone made a couple of VC9 projects like your one, each simply demonstrating one type of shadow. For instance, I'd really like to use PCF depth shadow map in my program, but I can't work out how to construct them from any of the documents or examples. And I've seen Sinbad mention iterative shadows here,
http://www.ogre3d.org/forums/viewtopic.php?f=5&t=46826. But there's no demo projects.
Anyhow, thanks for the soft shadows app, nullsquared. It'd be even better with a VC9 solution.
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.