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* Move updating shadows outside of RenderingCore::drawAll. (#11491)x20482021-08-12
| | | | Fixes indirect rendering modes such as some 3D modes mentioned in #11437 and undersampled rendering. Does not fully fix anaglyph 3d mode.
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-25
| | | | | | | | | | Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
* Improve shadow rendering with non-default camera FOV (#11385)x20482021-07-11
| | | | | | | | | | | * Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution
* Shadow mapping render pass (#11244)Liso2021-06-06
Co-authored-by: x2048 <codeforsmile@gmail.com>