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Different LOD for viewing and shadow

Posted: Thu Jul 24, 2008 8:31 am
by boris_kolar
The level of detail of character to look at can be a lot higher than a level of detail of its shadow. It would be great, if Ogre could use a higher LOD mesh for rendering and a lower LOD mesh for casting shadow. Is it already possible/planned?

Posted: Fri Jul 25, 2008 9:30 pm
by sinbad
You can do it with texture shadows by getting the shadow camera and using a LOD bias. You cannot do this with stencil shadows because it would leave holes in the hull which would lead to self-shadowing artefacts.