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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