Comments (8)
Fun fact: There's no way to use a sampler2DShadow
with glium. gg
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Rendering a plain simple 1024x1024 shadow map halfes my FPS 😣
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How are we going to prevent the sun from shining into the side of caves at the outer chunk boundaries and lighting up parts of caves?
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i looked for it a bit but i found nothing concerning lighting on chunk boarders with a fast google search.
So i can just give you my "experience" about that stuff.
in mc they seem to kinda avoid that issue by
- having relatively narrow cave systems.
- the amount of chunks rendered is sufficient that possible lighting does not reach the player.
- the light falloff is pretty high so light in it self does not spread far (-1 light level per block).
the ideas i have don't seem to be in any way practical to solve this issue
- calculate light per chunk (so we do not calculate it if it goes through "unloaded" chunks)
which will be a lot of pain and mess up chunk boarders. - use the "sun" as a means to calculate the light level of a given pillar surface (sun actually does not emit the light this way).
After getting all that out my best "kinda solution" would be to
- make caves/tunnels go more deep and curved and get smaller the deeper they go [with some exceptions] like reality
- make the light of the sun fall of faster (maybe introducing light levels on blocks is not a bad idea sadly not much time for that)
other than that i cant think of anything currently.
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How are we going to prevent the sun from shining into the side of caves at the outer chunk boundaries and lighting up parts of caves?
Like @Cranc mentioned in (2.), this is unlikely to be a problem. It's important to note that Minecraft doesn't have shadows at all, but rather an occlusion based custom lighting system. Thus it's not really helpful to look at Minecraft in this regard.
I think we have more important issues to deal with 😉
Fun fact: There's no way to use a sampler2DShadow with glium. gg
This, on the other hand, is a shame...
It's still possible to set the GL_TEXTURE_COMPARE_MODE
by calling the OpenGL function manually, but I'm not sure if we want that.
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sampler2DShadow effectively just does PCF (right?), which I've implemented
manually in the linked PR
Lukas Kalbertodt [email protected] schrieb am So., 31. Juli 2016,
23:44:
How are we going to prevent the sun from shining into the side of caves at
the outer chunk boundaries and lighting up parts of caves?Like @Cranc https://github.com/Cranc mentioned in (2.), this is
unlikely to be a problem. It's important to note that Minecraft doesn't
have shadows at all, but rather an occlusion based custom lighting system.
Thus it's not really helpful to look at Minecraft in this regard.I think we have more important issues to deal with 😉
Fun fact: There's no way to use a sampler2DShadow with glium. gg
This, on the other hand, is a shame...
It's still possible to set the GL_TEXTURE_COMPARE_MODE by calling the
OpenGL function manually, but I'm not sure if we want that.—
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Gruß, Jonas
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sampler2DShadow effectively just does PCF (right?), which I've implemented
manually in the linked PR
Correct, but sampler2DShadow
uses hardware acceleration. Your manual version fetches four values from the texture, while the shadow sampler only fetches one (of course, four values are read from the texture, but only one is transferred back to the shader). But I guess this is not worth worrying about right now.
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Shadow looks fine for now. We could maybe improve performance still, but I will close this already.
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Related Issues (20)
- Fix License badge and usage info
- Tracking issue: HDR and friends HOT 5
- view frustum culling to improve performance #RenderWhatMatters HOT 2
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- CI: Validate Shaders
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- GLSL 4.00 required HOT 1
- instant segfault on start HOT 9
- Git credential.helper Fehler HOT 3
- glium dependency has a broken link HOT 4
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- Use configuration parameters for context creation
- Implement instancing for pillar rendering HOT 1
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- Write down convention for shaders HOT 1
- Fix wrong indexing of Inner_Position HOT 1
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