Getting things straight: Shadow Maps.
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:
http://img467.imageshack.us/img467/5...wmapsdkor6.jpg
Take a look at the shadow cast form both the airplanes and the cones. They display pixelation. Proving my point.
Now, Halo 2 Vista:
http://img380.imageshack.us/img380/5...mappingax0.jpg
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.
Re: Getting things straight: Shadow Maps.
Makes sense, I think the real problem is, how do you fix it?
Re: Getting things straight: Shadow Maps.
Hmmm I see no errors.

As you can see there is none here.
http://www.h2vista.net/forums/showthread.php?t=3454
It seems this "error" only happens when your playing on a low resolution.
Re: Getting things straight: Shadow Maps.
Quote:
Originally Posted by
skyline
I'm talking about real time lighting. "Shadow Maps"
Those shadows you see casted by the sun are shading techniques used since halo 1. And on many other game engines before it.
I am sorry about not clarifying that it was about "Real Time" shadows.
Those shadows you see that are clear, are in relevance to pre-rendered shadows that are much higher quality - but not necessarily at a higher pixel count. (They are rendered as a part of the main scene, not one of those fancy after effects, like a hanging physically interactable light.) Don't quote me on that, or this, but I think that those shadows aren't calculated as a texture, then cast onto the world.
Re: Getting things straight: Shadow Maps.
I've never looked into it myself, but I think I remember something saying that they do their shadow casting using the collision model. I would say try removing the reference to the collision model but yeah....
Re: Getting things straight: Shadow Maps.
Quote:
Originally Posted by
Kornman00
... but I think I remember something saying that they do their shadow casting using the collision model...
Hmm, that's interesting. I think I'll look into that. I always love finding out something about all of these game engines... Bah, it's crazy to think that this stuff sticks in my mind more/better than school does. And here I am at school. *Sarcastic* Yay */Sarcastic*
Re: Getting things straight: Shadow Maps.
Oh, so you mean a dynamic light basically?
Re: Getting things straight: Shadow Maps.
Yep, dynamic lights.
I don't know why one person can't recognize the difference in Halo 2. That is, between an environment shadow and a dynamic shadow.
Re: Getting things straight: Shadow Maps.
Quote:
Originally Posted by
et_cg
I don't know why
:iiam:? and i was the same way back then et.
Re: Getting things straight: Shadow Maps.
lol. Let's edumacate the world.