This project is read-only.


Javier Cantón Ferrero

Última Actualización

29/08/2009 - Actualizado a XNA 3.1 (Javier Cantón Ferrero)


Todos los efectos en Image Space son interesantes ya que son algoritmos de tiempo constante a los cuales no les afecta la complejidad de la escena. En este ejemplo podréis aprender a implementar este algoritmo llamado Screen Space Shadow Map ó Screen Space Percentage Close Filter Shadow Map, con el cual conseguiréis soft Edged en vuestras sombras mediante un algoritmo de postprocessing.


ScreenSpaceShadowMap31.rar - ( XNA GS 3.1)

ScreenSpaceShadowMap.rar - ( XNA GS 2.0)




Last edited Aug 29, 2009 at 3:49 PM by khronos, version 7


Boris23 Aug 25, 2008 at 10:26 AM 
Nice work...

However, the example has some problems with the Mask texture (the spotlight mask).

If the light is pointed at a model with a low number of polygons (like shining the light at a portion of a big floor consisting of just 2 triangles) the mask texture is displayed all crazy. The shadow map itself is however projected properly.

Also the spotlight not only shines forward (towards the area that is being shadowed) but also backwards (where there is no shadowing)...

Are the any remedies for these problems or are they inherent in the method used?