Merge into libgdx
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Hi xpenatant,
It's great what you've done !
Do you plan to merge it in the gwt backend of libgdx ?
Well I tried but it seems they dont want it. it takes days to get something into the core (even for a simple file like this libgdx/libgdx#3729).
I'm sure that they want it. But somebody has to ensure that it doesn't break code and so on. Mobidevelop maintains the gwt backend and he still has a life. I'd suggest asking him on IRC if he can merge it or have look at it.
I know that merging PRs can take a very long time, but I've also seen other repositories where it still takes longer.
I'm working on openstack and indeed it's slowwwwww
Offtopic @realitix what is a easier way to contact you? I managed to really see whats going on with shadow_clean branch. There is a few issues. Im only testing Direction light now.
As you can see, orthographic camera (Blue lines) is not rotating (or syncing) if I rotate my main camera (Yellow lines), as result its blocking some of my view.
If the main camera#far is high the shadow quality is reduced a lot and if I set it low I cant see nothing =).
https://drive.google.com/file/d/0B7siHNeG5zjhSHFLYTlzUi1FTU0/view
I think the quality of the shadow should not depend of the main_camera#far
You can contact me by email, look into my commit you will see my email.
For DirectionalLight, 2 problems:
- Current default DirectionalAnalyzer is a shit ! I have to rework on it.
- Quality of shadows depends on main camera far and near and there is no other way. The problem is that your depth buffer contains value between 0-1, if far/near is high, we loose precision. The solution for a directional light is called cascade shadow mapping. I will work on that later.
I will be on irc everyday next week I can help you with that.