does Ogre 14 have any examples (or RTSS) of the non-dx9 approach to PSSM with a single pass using geometry shaders?
see this article for non-dx9 pssm shadow support:
https://developer.nvidia.com/gpugems/gp ... mable-gpus
thanks!
does Ogre 14 have any examples (or RTSS) of the non-dx9 approach to PSSM with a single pass using geometry shaders?
see this article for non-dx9 pssm shadow support:
https://developer.nvidia.com/gpugems/gp ... mable-gpus
thanks!
this sounds like a nice way to bring down the draw calls (ogre1 achilles heel).
Unfortunately, there is no such demo yet and for PSSM there are some minor bits missing to get there.
I started writing a description for this with things from the top of my head here:
https://github.com/OGRECave/ogre/issues/3280
thanks for taking a look and considering this. i swear i saw you mention ogre had this but after reading the article i realized we have the dx9 "single pass" not the dx10 "single pass".
I took closer look and actually our instanced viewports RTSS sample:
https://github.com/OGRECave/ogre/blob/5 ... m.cpp#L766
already does most of the heavy lifting and works on D3D9. I am currently trying to refactor the API so it can be used for things like PSSM as well.
I have already fixed some minor bugs in master if you want to take a look at it yourself.
My next milestone is to get single-pass cube-map rendering working with this.
this is really cool! thanks so much! will study the instanced viewports.
with these changes you can now do instanced rendering to the individual layers of a cubemap / array texture using the RTSS:
https://github.com/OGRECave/ogre/pull/3308
so the proof of concept is now there. However: