I’ve built a GGR (Geographical Grid Registration) component for the terrain, which will permit better draw call arrangement and in particular, better effect state management when drawing many point lights — which is a goal. Since the terrain is arranged … Continue reading
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algorithms alpha8 c# cascaded shadow maps Coding collision compression content pipeline CSM custom content processor daubechies deferred dream build play ESM exponential shadow mapping exponential shadow maps garbage collection garbage collector GPU gui hardware hlsl jpeg2000 lifting lighting light pre pass modelling PCF PCSS percentage closer filtering percentage closer soft shadows physics PSSM python shadow mapping shadows terrain triplanar texturing video wavelet xbox XNA
