Is there any chance we get a preview video with the current build of shadows? I'm really curious how they look in OpenMW but not tech savvy enough to compile it myself.
Capostrophic wrote: ↑12 Dec 2018, 22:48
Please don't do this.
Please don't do this. If you're going to reply, post something constructive. We already have enough issues with shitty drive-by posters, let's hold ourselves as contributing members to a higher standard.
Do You have any suggestions regarding this? Lower/higher? Thanks!
From my own point of view, some amount of flickering is more acceptable than shadows being placed at half a meter from the caster so you'd have to lower these specific values. But of course it's up to your own views how to setup them. I'm just protesting against some specific exaggerated settings being regarded as "recommended" even though there isn't such a thing when it comes to compromises.
For more info (though this might be vague and inaccurate), in a very thin model polygons may be so close they may almost touch the other side, which causes the shadow rendering to get confused which side should have shadows in a single spot. These added settings allow the user to compromise between flickering and so-called peter-panning - shadows being detached from the caster on a certain distance. The specific values in that config file portion cause major peter-panning even though there's virtually no flickering.
AnyOldName3 wrote: ↑30 Jan 2019, 23:32
There's a new commit in town, and that should basically remove the need to compromise between the two issues described above. Yay!
That sounds great, AnyOldName3!
Can't wait to see shadows in an official release.