Go to file
Clément Foucault f2f16a2568 Eevee: First Shadows implementation
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.

Support Projection Shadow Map for sun like in old BI/BGE.

Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.

Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
2017-04-10 12:36:32 +02:00
build_files Merge branch 'master' into blender2.8 2017-04-09 16:09:12 +10:00
doc Remove all instances of OBACT from drawobject.c and related changes 2017-03-02 17:09:24 +01:00
extern Update CLERW to the latest version 2017-03-24 09:43:03 +01:00
intern Add stubs to build WITH_GL_PROFILE_CORE 2017-04-10 08:45:00 +02:00
release Merge branch 'master' into blender2.8 2017-04-09 16:09:12 +10:00
source Eevee: First Shadows implementation 2017-04-10 12:36:32 +02:00
tests Layers unittest: layer_cyncing test was not being called 2017-04-10 10:08:29 +02:00
.arcconfig Use HTTPS protocol for arc 2013-12-24 22:57:27 +06:00
.gitignore Update .gitignore to some more generated/non-git-stored files. 2016-08-21 22:40:57 +02:00
.gitmodules Merge branch 'master' into blender2.8 2017-04-03 15:15:56 +02:00
CMakeLists.txt New build option WITH_LEGACY_OPENGL 2017-04-06 18:46:33 +02:00
COPYING
GNUmakefile Merge branch 'master' into blender2.8 2017-03-12 03:00:06 +11:00
make.bat Use Git submodule tracking feature 2017-02-20 10:16:58 +01:00