Tech info: 3 splits, 4096, 2048 & 1024 maps, 2 pass materials on all objects, gpu: GTX 980.

Working on an “easy” to deploy shadow system for the engine. The work now is to make the activation of these as simple as possible.

For the moment, the activtion has to be done manually through many steps: loading specific resources, activating them, modification of the default PolymorphApplication methods, etc.

To make it simplier, the resources should be placed in zip, like the PolymorphTrays.zip (containing the UI style), and loaded via standard methods.

Just to mention, I discovered the “import” feature in ogre’s materials, just wonderful! To modify the appearence of the balls in the video, one just have to inherit from a complex material called two_pass_shadows declared in the shadow package, in shadows_pssm.material file.

import * from “shadows_pssm.material”
material ball_mat : two_pass_shadows
{
  technique
  {
    pass standard
    {
      diffuse 0.1 0.99 0.95 1.0
      texture_unit
      {
        texture retro.png
        colour_op alpha_blend
      }
    }
  }
}

see Script-Inheritance for details.