Quake3World.com
https://www.quake3world.com/forum/

Dirty hack:: depth pass shadow volumes
https://www.quake3world.com/forum/viewtopic.php?f=10&t=1146
Page 2 of 2

Author:  Silicone_Milk [ 06-10-2007 05:36 PM ]
Post subject: 

ah I see. Thanks for clearing that up =)

Author:  cityy [ 08-03-2022 10:29 PM ]
Post subject:  Re: Dirty hack:: depth pass shadow volumes

Bump! sst13 still had this file, he is a true hero!

I put a little overview here: https://www.ferdinandlist.de/blog/idtec ... c_shadows/

Author:  fKd [ 08-04-2022 03:24 AM ]
Post subject:  Re: Dirty hack:: depth pass shadow volumes

Very interesting. BTW small typo, you have oder instead of order

Author:  CZghost [ 08-04-2022 03:35 AM ]
Post subject:  Re: Dirty hack:: depth pass shadow volumes

I didn't know something like this was possible. Definitely mind blowing. I can't quite understand how it works, but I might explore the map files at home and see how is it done, try different settings, different setups, etc. Maybe I'll be able to get into it. I don't think I'll ever use it though.

Author:  Eraser [ 08-04-2022 12:30 PM ]
Post subject:  Re: Dirty hack:: depth pass shadow volumes

Impressive. Curious that this hasn't found its way into more maps.

Author:  Foo [ 08-04-2022 02:13 PM ]
Post subject:  Re: Dirty hack:: depth pass shadow volumes

I remember this from back when that concept map came out with the swinging cross. The main barrier to implementing it is it's a big hassle to put together and has some fairly severe limitations (needs a stark single light source, entire shadow area must be inaccessible to players, looks wonky from extreme angles).
If I remember correctly it's a riff on how cel shading was accomplished (an automatic offset around existing model geometry and then using the depth pass to 'draw' the outline between the offset volume and inner model volume).

Author:  cityy [ 08-04-2022 09:16 PM ]
Post subject:  Re: Dirty hack:: depth pass shadow volumes

I have also been thinking about a use case for this, it's tough, maybe it could be interesting if you have something like moving platforms in your map. Other than that, I struggle to come up with something.

Thanks fkd for pointing out the typo! I will fix it the next time I update the site.

Author:  $NulL [ 09-17-2022 10:29 AM ]
Post subject:  Re: Dirty hack:: depth pass shadow volumes

I was there Gandalf. I was there seven-teen years ago. I was there when the post was written. :)

This is a blast from the past. I still remember writing the first post all those years ago.

I've updated the links on the first post to point to my Github account. There are some other maps on there too.

Page 2 of 2 All times are UTC - 8 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/