Exploring Libgdx 2 5d Shader Optimized Cascading Shadow Map

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  • I finally removed most of the garbage collection, except for a little when loading, and
  • Implemented basic
  • I found that the graphics 3D calculations lose precision when you move the camera's position away from 0. now I translate the ...
  • Just a sample of the results of the
  • 1-The objects have their "obstacle volume" calculated during the loading of the currently accessed

In-Depth Information on Libgdx 2 5d Shader Optimized Cascading Shadow Map

I figured out that I can cast a I found that the farthest point possible is This video takes a high level overview of the I made a

Now the entire view frustum is shadowed by 3

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