protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(-0.9f,true,1,true), new SimpleCuller()); DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default(); desc.DefferedDebug = false; desc.UseFloatingBufferForLightMap = true; ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF3x3,1024,DirectionalShadowFilteringType.PCF7x7,512,0.95f); desc.DeferredLightMap = css; renderTech = new DeferredRenderTechnic(desc); }
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(-9.7f,true), new SimpleCuller()); DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default(); desc.UseFloatingBufferForLightMap = true; ///Directional lights uses CSM and Spot lights uses classic Shadow Mapping. Both can use heavy filtering options ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF7x7SOFT, 2048, DirectionalShadowFilteringType.PCF7x7, 1024, 0.75f); desc.DeferredLightMap = css; renderTech = new DeferredRenderTechnic(desc); }
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world) { world = new IWorld(new BepuPhysicWorld(), new SimpleCuller()); DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default(); desc.DefferedDebug = false; desc.UseFloatingBufferForLightMap = true; ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF7x7SOFT,2048); desc.DeferredLightMap = css; renderTech = new DeferredRenderTechnic(desc); }