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More Work on Shadows


Josh

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I found and fixed the cause of the cubemap seams in variance shadow maps so we now have nice soft seamless shadows.

Image1.thumb.jpg.f0353d9c62c60244738ff56a76f08200.jpg

I also changed the engine so that point lights use six 2D textures instead of a separate cubemap texture array. This means that all light types are sharing one big 2D array texture, and it frees up one texture slot. I am not sure if I want to have a hard limit on number of shadow-casting lights in the scene, or if I want to implement a system that moves lights in and out of a fixed number of shadowmap slots.

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