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<title>minetest.git/src/client/shadows, branch physics</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=physics</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=physics'/>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/'/>
<updated>2021-10-05T19:54:01+00:00</updated>
<entry>
<title>Reduce shadow jitter (#11668)</title>
<updated>2021-10-05T19:54:01+00:00</updated>
<author>
<name>lhofhansl</name>
<email>larsh@apache.org</email>
</author>
<published>2021-10-05T19:54:01+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=b4b9bee5f2a903f1677f12d71ebb644052877381'/>
<id>urn:sha1:b4b9bee5f2a903f1677f12d71ebb644052877381</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Move updating shadows outside of RenderingCore::drawAll. (#11491)</title>
<updated>2021-08-12T18:07:09+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-08-12T18:07:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=442e48b84fea511badf108cedc2a6b43d79fd852'/>
<id>urn:sha1:442e48b84fea511badf108cedc2a6b43d79fd852</id>
<content type='text'>
Fixes indirect rendering modes such as some 3D modes mentioned in #11437 and undersampled rendering.
Does not fully fix anaglyph 3d mode.</content>
</entry>
<entry>
<title>Distribute shadow map update over multiple frames to reduce stutter (#11422)</title>
<updated>2021-07-25T10:36:23+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-07-25T10:36:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/commit/?id=bf3acbf388406f736286d990adb5f35a9023c390'/>
<id>urn:sha1:bf3acbf388406f736286d990adb5f35a9023c390</id>
<content type='text'>
Reduces stutter and freezes when playing.

 * Maintains double SM and SM Color textures
 * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures.
 * Every incremental update renders a portion of the shadow draw list (split equally).
 * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen.

Co-authored-by: sfan5 &lt;sfan5@live.de&gt;</content>
</entry>
<entry>
<title>Improve shadow rendering with non-default camera FOV (#11385)</title>
<updated>2021-07-11T15:15:19+00:00</updated>
<author>
<name>x2048</name>
<email>codeforsmile@gmail.com</email>
</author>
<published>2021-07-11T15:15:19+00:00</published>
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<id>urn:sha1:f5706d444b02ccc1fcd854968087172d50cfcca2</id>
<content type='text'>
* Adjust minimum filter radius for perspective

* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp

* Read shadow_soft_radius setting as float

* Use adaptive filter radius to accomodate for PSM distortion

* Adjust filter radius for texture resolution</content>
</entry>
<entry>
<title>Shadow mapping render pass (#11244)</title>
<updated>2021-06-06T16:51:21+00:00</updated>
<author>
<name>Liso</name>
<email>anlismon@gmail.com</email>
</author>
<published>2021-06-06T16:51:21+00:00</published>
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<id>urn:sha1:c47313db65f968559711ac1b505ef341a9872017</id>
<content type='text'>


Co-authored-by: x2048 &lt;codeforsmile@gmail.com&gt;</content>
</entry>
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