Comments (4)
Look at bgfx exampl 16 shadowmaps https://github.com/bkaradzic/bgfx/tree/master/examples/16-shadowmaps
The lights in the example have a bug, or it is a flaw of this shadow type- moving further away from the scene makes it darker even though the light hasn't moved.
Start with just spot lights, since most real world lights in a dark scene are going to be more like spot lights- lights mounted on a robot for instance, or one or two area lights.
Want to be able to control the vertical and horizontal inner/outer cone angles separately
Just do hard blocky edgangleanglees initially, no pcf or the other types.
Similar to texture projection later?
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Example 16 looks substantial.
Take example 16, put it into a subdirectory and make it build with cmake here, then start stripping away the features I don't want, then integrate?
This is the best approach to adapting all the code most fully soonest, and understanding it, and then could gradually add features.
Or put it into subdir, but then integrate the entire thing, replace all the in-bgfx gui with config that is controlled by ros services/messages/dr etc. And then can support all the light types.
from bgfx_ros.
Start by building the example standalone.
Replace the entry stuff with my standalone sdl2.
Adapt to ros coding style.
Then strip out the gui overlay and hardcode the parameters from a central place.
The take out the main function and render the scene with the existing bgfx_ros geometry.
from bgfx_ros.
Need to smooth out the edges of the shadows, and have dynamic reconfigure control over them.
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from bgfx_ros.