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Hi everyone,
I wrote some shaders for 3dsmax9 which cast realtime shadows in the viewports some time ago. For some reason, they crash in max2008, and anyway it’s not very efficient to calculate by hand a light matrix if 2008 does that already.
So, is anyone knows a way to integrate the shadowmap created by review into an HLSL shader?
I guess what I’ll need are the lights matrix, the shadowmap declaration, and to know if the PCF filtering should be done by hand or not.
Are the shadows use the Nvidia gpu shadowmap techniques ?
I’m sure it’s quite simple to achieve, but not documented at all…
Thanks a lot,
S.
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