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I wonder why the depth fail shadow rendering algorithm had been explicitly excluded from the open source release. It's been around for years now, after all.
by metashurick 15y ago
I wonder why the depth fail shadow rendering algorithm had been explicitly excluded from the open source release. It's been around for years now, after all.
- TeHCrAzY 15y agoThere was a patent issue; this delayed the release slightly whilst it was removed.
- daeken 15y agoI give it a week before someone forks and adds it back in, just to spite Creative.
- enqk 15y agoPossibly because it's patented. There was a dispute with Creative Labs about the method.
- davyjones 15y agoWould you happen to know if this is Carmack's reverse or something totally unrelated? Edit: OK. I just googled and it indeed is Carmack's reverse.
- Arjuna 15y agoIt is a patent issue [1]. Check out draw_common.cpp [2] - the patent work-around is contained in the RB_T_Shadow method: // patent-free work around if ( !external ) { // "preload" the stencil buffer with the number of volumes // that get clipped by the near or far clip plane qglStencilOp( GL_KEEP, tr.stencilDecr, tr.stencilDecr ); GL_Cull( CT_FRONT_SIDED ); RB_DrawShadowElementsWithCounters( tri, numIndexes ); qglStencilOp( GL_KEEP, tr.stencilIncr, tr.stencilIncr ); GL_Cull( CT_BACK_SIDED ); RB_DrawShadowElementsWithCounters( tri, numIndexes ); } [1] See my previous comment for more info: http://news.ycombinator.com/item?id=2945889 http://news.ycombinator.com/item?id=2945889 [2] https://github.com/TTimo/doom3.gpl/blob/master/neo/renderer/draw_common.cpp https://github.com/TTimo/doom3.gpl/blob/master/neo/renderer/...