Horde3D

Next-Generation Graphics Engine
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PostPosted: 26.07.2010, 14:43 
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Joined: 21.08.2008, 11:44
Posts: 354
Hi, I was playing with light source parameters in the Chicago sample and found that there is some shadow artifacts when using values higher than 90 for the FOV parameter. Just wanted to know that is there a specified range for the FOV parameter or it isn't possible to have light sources with FOV set to 360 at all?
test system : Windows 7 + ATI RadeonHD 4890 + 10.6 drivers + Horde3D Beta4 r251
Code:
   // Add light source
   H3DNode light = h3dAddLightNode( H3DRootNode, "Light1", lightMatRes, "LIGHTING", "SHADOWMAP" );
   h3dSetNodeTransform( light, 0, 10, 0, -30, 0, 0, 1, 1, 1 );
   h3dSetNodeParamF( light, H3DLight::RadiusF, 0, 50 );
   h3dSetNodeParamF( light, H3DLight::FovF, 0, 270 );
   h3dSetNodeParamI( light, H3DLight::ShadowMapCountI, 4 );
   h3dSetNodeParamF( light, H3DLight::ShadowSplitLambdaF, 0, 0.9f );
   h3dSetNodeParamF( light, H3DLight::ShadowMapBiasF, 0, 0.001f );
   h3dSetNodeParamF( light, H3DLight::ColorF3, 0, 0.8f );
   h3dSetNodeParamF( light, H3DLight::ColorF3, 1, 0.2f );
   h3dSetNodeParamF( light, H3DLight::ColorF3, 2, 0.2f );
Image

Best Regards, Siavash.


Last edited by Siavash on 26.07.2010, 17:17, edited 2 times in total.

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PostPosted: 26.07.2010, 16:44 
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Joined: 15.06.2008, 11:21
Posts: 166
Location: Germany
Well, everything starting from 180 is impossible to use with shadow maps when they are rendered with a single camera frustum (as opposed to light cube maps). Horde3D does it this way, so your sample code hsa to fail.


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PostPosted: 26.07.2010, 17:05 
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Joined: 21.08.2008, 11:44
Posts: 354
Thanks a ton for the reply dear phoenix64, but there is a few problems with 90>values>180 too :(


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