Shadow maps put to a practical use in XNA. Still needs a lot of optimization (13 mb of texture data) but its getting somewhere.
Fullscreen 720p render can be found here: http://random.blobz. net/shadowMaps.jpg
Second test with my little grim reaper model. Now added a second model for the wiggly stuff, it will render this model to a texture, apply a pixel shader effect (ripple) and renders the actual model on top of it (as shown in the scene with the green background).
This shows a small demo I've made with real time shadow mapping in XNA. I'm probably not going to use this in a later game.. Too much trouble, not as nice as pre-renderd shadow maps, but still comes with a lot more possibilities.
The poor frame rate in this video is due to the fact that even a very high end PC doesn't like to render and capture raw 720p real time..
Testing camera depth by rendering multiple passes with slight offsets. Prevents "bleeding" but takes loads more of your CPU/GPU. (updated the focal point and changed the number of passes from 8 to 20)
Update on my previous attempt to write my own cell / ink shader. Slightly improved the anti aliasing on the cell shader (still need to work on the lightning location..) and wrote a smooth adaptive ink shader (outline only for now).
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