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.