Hi
My game has a small, rectangular mesh level (22x13 units), and I'm doing simple 'blob' shadows by texturing the mesh with 512x512 shadow map.
This looks OK but the shadows still look a bit too blocky for my liking. I don't really want to use a bigger texture (is 512x512 too big even, for some cards?).
Anyone have any tips on getting better looking shadows?
I saw sswifts demo and his shadows seem to be of a much higher resolution. Wonder how he does that? I think he might be using quads for the separate shadows but I've no idea how he gets them to hug the geometry. :/
Unfortunately, I cant afford to get swwifts system at the mo, and not sure whether it would be suitable for my needs, anyway - my level has 135 'fruit' on them, all of which need a drop-shadow.
BTW, I only need shadows to be cast on the level mesh, not any other geo.
As always, any help most welcome. :)
My game has a small, rectangular mesh level (22x13 units), and I'm doing simple 'blob' shadows by texturing the mesh with 512x512 shadow map.
This looks OK but the shadows still look a bit too blocky for my liking. I don't really want to use a bigger texture (is 512x512 too big even, for some cards?).
Anyone have any tips on getting better looking shadows?
I saw sswifts demo and his shadows seem to be of a much higher resolution. Wonder how he does that? I think he might be using quads for the separate shadows but I've no idea how he gets them to hug the geometry. :/
Unfortunately, I cant afford to get swwifts system at the mo, and not sure whether it would be suitable for my needs, anyway - my level has 135 'fruit' on them, all of which need a drop-shadow.
BTW, I only need shadows to be cast on the level mesh, not any other geo.
As always, any help most welcome. :)