实时地形照明
在 OpenGL 地形场景中提供实时光照的最佳方式是什么?每个四边形之间的细节级别将在放大时动态生成,因此预先计算的光源将不起作用。我想在这样的地形上模拟太阳。它不一定是最好的。它只需看起来足够好即可。我对着色器不熟悉。
What would be the best way to provide realtime lighting in an OpenGL terrain scene? The level of detail between of each quad will be generated dynamically as it is subdivided as it zooms in, so a pre-calculated light source will not work. I would like to simulate a sun on such a terrain. It doesn't have to be the best. It just has to look good enough. I am not familiar with shaders.
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总有“Olde”阴影贴图...e。
尽管为了减少伪影,您可能需要 透视阴影贴图 (PSM ), 光空间透视阴影贴图(LiSPSM),或梯形阴影贴图 (TSM)< /a>.
There's always Ye "Olde" Shadow Maps...e.
Though to cut down on artifacts you'll probably want Perspective Shadow Maps (PSM), Light Space Perspective Shadow Maps (LiSPSM), or Trapezoidal Shadow Maps (TSM).