I am trying to setting up shadows, like this:
Code: Select all
compositor_node_shadow ShadowNode
{
technique pssm
num_splits 3
pssm_lambda 0.5
shadow_map 0 2048 2048 PF_FLOAT16_R light 0 split 0
shadow_map 1 1024 1024 PF_FLOAT16_R light 0 split 1
shadow_map 2 1024 1024 PF_FLOAT16_R light 0 split 2
shadow_map 0 1 2
{
pass clear
{
colour_value 1 1 1 1
}
pass render_scene
{
}
}
}and I see nothing =(
But! when I do sceneManager->setShadowFarDistance(10); I am starting to see something when the camera is near the floor:

It seems that the shadow render pass sees the mesh with worng normals so it culls most of the faces?
and the fact that I can only see shadows when setShadowFarDistance is very low and the camera is very close.. is because I am getting only one split?
How to solve this?
And a final question: Is there a way to make pssm shadows "Stable" so it wonk flick as a move the camera, like in the CSM implementation?
Thanks!

