{"id":549,"date":"2011-08-30T17:41:17","date_gmt":"2011-08-30T16:41:17","guid":{"rendered":"http:\/\/shadowcovenant.com\/blog\/2011\/08\/30\/surgeed\/"},"modified":"2011-08-30T17:41:17","modified_gmt":"2011-08-30T16:41:17","slug":"surgeed","status":"publish","type":"post","link":"http:\/\/shadowcovenant.com\/blog\/2011\/08\/30\/surgeed\/","title":{"rendered":"SurgeED"},"content":{"rendered":"<p>Worked a bit on my editor, fixed some bugs, improved some others\u2026<\/p>\n<div style=\"padding-bottom: 0px; margin: 0px; padding-left: 0px; padding-right: 0px; display: inline; float: none; padding-top: 0px\" id=\"scid:5737277B-5D6D-4f48-ABFC-DD9C333F4C5D:8ffec00e-9a43-4e3b-993e-5da36f410d3e\" class=\"wlWriterEditableSmartContent\">\n<div><object width=\"560\" height=\"345\"><param name=\"movie\" value=\"http:\/\/www.youtube.com\/v\/oBBU8Be2mFM?hl=en&amp;hd=1\"><\/param><embed src=\"http:\/\/www.youtube.com\/v\/oBBU8Be2mFM?hl=en&amp;hd=1\" type=\"application\/x-shockwave-flash\" width=\"560\" height=\"345\"><\/embed><\/object><\/div>\n<\/div>\n<p align=\"justify\">Main improvement was a bug fix on the shadowmaps for point lights\u2026 everything that was behind the light (used the \u201cback\u201d shadowmap \u2013 using dual paraboloid shadows here) was being rendered wrong, depending on light orientation (that shouldn\u2019t affect point lights).<\/p>\n<p align=\"justify\">Good shadows on point (and hemisphere) lights still depend a lot on the tessellation of the scene (due to the dual paraboloid projection)\u2026 I\u2019ll probably add the option for cube-map based shadowmaps, they might be better (albeit way more expensive) for specific cases. The cost might be offset with better batching of solid geometry (create a bunch of vertex buffers with just positions, which is all is needed for shadowmaps), shadow-atlas (eliminate render target switches, but need more complex shader code and the \u201cborder\u201d ability on the texel-sample \u2013 win the ability of batching shadow-mapped lights and less texture source set-operations) and slower updates on the shadowmaps (update only every 2nd frame or something like that).<\/p>\n<p align=\"justify\">The video quality is crap, and the mouse cursor isn\u2019t visible\u2026 I was using SnagIt 8 to do the capture, with a DivX codec and 30 FPS capture, but the results were terrible\u2026 Hopefully I\u2019ll figure out a better way to do these captures in the future\u2026<\/p>\n<div id=\"tweetbutton549\" class=\"tw_button\" style=\"\"><a href=\"http:\/\/twitter.com\/share?url=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2011%2F08%2F30%2Fsurgeed%2F&amp;text=SurgeED&amp;related=&amp;lang=en&amp;count=horizontal&amp;counturl=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2011%2F08%2F30%2Fsurgeed%2F\" class=\"twitter-share-button\"  style=\"width:55px;height:22px;background:transparent url('http:\/\/shadowcovenant.com\/blog\/wp-content\/plugins\/wp-tweet-button\/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;\">Tweet<\/a><\/div>","protected":false},"excerpt":{"rendered":"<p>Worked a bit on my editor, fixed some bugs, improved some others\u2026 Main improvement was a bug fix on the shadowmaps for point lights\u2026 everything that was behind the light (used the \u201cback\u201d shadowmap \u2013 using dual paraboloid shadows here) was being rendered wrong, depending on light orientation (that shouldn\u2019t affect point lights). Good shadows [&hellip;]<\/p>\n<div id=\"tweetbutton549\" class=\"tw_button\" style=\"\"><a href=\"http:\/\/twitter.com\/share?url=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2011%2F08%2F30%2Fsurgeed%2F&amp;text=SurgeED&amp;related=&amp;lang=en&amp;count=horizontal&amp;counturl=http%3A%2F%2Fshadowcovenant.com%2Fblog%2F2011%2F08%2F30%2Fsurgeed%2F\" class=\"twitter-share-button\"  style=\"width:55px;height:22px;background:transparent url('http:\/\/shadowcovenant.com\/blog\/wp-content\/plugins\/wp-tweet-button\/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;\">Tweet<\/a><\/div>","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[23,6],"tags":[39,57],"class_list":["post-549","post","type-post","status-publish","format-standard","hentry","category-development","category-games","tag-shadowmap","tag-surgeed"],"_links":{"self":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts\/549","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/comments?post=549"}],"version-history":[{"count":0,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/posts\/549\/revisions"}],"wp:attachment":[{"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/media?parent=549"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/categories?post=549"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/shadowcovenant.com\/blog\/wp-json\/wp\/v2\/tags?post=549"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}