• gmod_src: Added r_projectedtexture_filter (old default 3 - n..
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[B]Revision 784[/B] [INDENT]Added r_projectedtexture_filter (old default 3 - new default 1)[/INDENT] [B]Changed Files:[/B] [LIST] [*]trunk/src_garrysmod/game/client/c_env_projectedtexture.cpp [*]trunk/src_garrysmod/game/client/flashlighteffect.cpp [/LIST] Committed By [B]Garry Newman[/B] [editline]3rd February 2011[/editline] Old: [img]http://dl.dropbox.com/u/3590255/Screenshots/GMod/Misc/gm_construct0002.jpg[/img] New: [img]http://dl.dropbox.com/u/3590255/Screenshots/GMod/Misc/gm_construct0003.jpg[/img] (you can change the convar freely, to suit your situation)
Now fix the gap in the shadows. It's fairly easy to fix too.
yep, default mat_depthbias_shadowmap to 0 and mat_slopescaledepthbias_shadowmap to 2 if that has too much bias just set mat_depthbias_shadowmap to 0.00001 which fixes it but still makes shadow quality much better
I was messing around with the flashlight cvar's earlier(r_flashlightambient and r_flashlightdepthres). Perhaps Garry could make the shadows less defined, especially when the shadows are more distant. They are very linear right now. I like the old default value of the r_projectedtexture_filter but maybe with some additional tweaking it might actually look realistic. Just some thoughts... The default depth resolution should definitely be 1024 or higher. My FPS degrades by about 30-50 frames at 4096 depthres. These changes would apply to lamps as well. You can also fix the visual cuts caused by placing multiple env_projectedtexture entities by setting r_flashlightscissor 0. [url]http://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Fixing_cuts_in_projected_texture[/url]
Lookin' good!
Looks... crisp'
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