My forward rendered lighting setup almost suited my purposes, but it turned out that the limitations of the XBOX CPU limited me to far too few terrain chunks, and therefore far too few lights. To this end, I’ve been exploring … 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