Well in Halo 2, both for Xbox and Windows Vista, there's one thing I've noticed people whining about. It was about real time shadows. Shadows that are calculated to the world as a texture. So how does that explain why its all pixelated? Well, textures are comprised of pixels! So... when you expand this image, say it's rendered pretty small so it saves memory, it shows some errors, which people blame on the engineers.
Hey, if they made it that way, it's the way they could do it without blowing up your Xbox/PC. (Well, now a days on PC's, a tad bit more is possible) So just quit your whining and take a look at what I've got here:
DirectX SDK Shadow Map Example:
Take a look at the shadow cast form both the airplanes and the cones. They display pixelation. Proving my point.
Now, Halo 2 Vista:
So there you all go. Pretty similar techniques. Just used in different samples.
I know there's no code to prove it, but I think the pictures just pretty much explain themselves.
The other technique for shadows that people seem to prefer is Shadow volumes.
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