Torque3D/Templates/Empty/game
Azaezel 2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
..
art Put ribbons in the FX category so they can be created from the editor. 2015-07-25 11:50:47 +10:00
core shadow caching 2015-10-13 18:12:19 -05:00
levels Empty Template for ticket #1 2012-09-19 11:29:55 -04:00
scripts Merge pull request #884 from GarageGames/development-3.6 2014-11-05 20:28:01 +11:00
shaders shadow caching 2015-10-13 18:12:19 -05:00
tools shadow caching 2015-10-13 18:12:19 -05:00
web Empty Template for ticket #1 2012-09-19 11:29:55 -04:00
Empty.torsion Empty Template for ticket #1 2012-09-19 11:29:55 -04:00
main.cs Oculus VR DK2 Support 2015-05-06 23:09:51 +01:00
main.cs.in Oculus VR DK2 Support 2015-05-06 23:09:51 +01:00
runTests.cs Allow test flags to be specified, so we don't need TEST_STRESS. 2014-08-02 10:21:28 +10:00