PSSM multiple splits not working

Complete madness. With 4 splits, it works perfectly (very good shadows). With two splits:







No, I don’t have letter-punch-card floating in front of my ‘sun’ :wink:

I tested Pssm today and it worked well! Thanks Devs!







/cheers

abies said:
With two splits:

No, I don't have letter-punch-card floating in front of my 'sun' ;)

Any idea what causes that btw? I can't reproduce it with the current test.


lwsquad said:
I tested Pssm today and it worked well! Thanks Devs!

/cheers

Very good! :)

Sorry to resurrect this old thread, but i have a tester with the same card and problem:


Exception in thread "LWJGL Renderer Thread" com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Shadow/PostShadowPSSM15.frag, defines, type=Fragment] error:Fragment shader failed to compile with the following errors:
ERROR: 0:90: error(#201) Requires extension support: textureGather (GL_ARB_gpu_shader5)
ERROR: 0:90: error(#160) Cannot convert from 'const float' to 'highp 4-component vector of float'
ERROR: error(#273) 2 compilation errors. No code generated

With the defaults (bilinear/hardware) and three splits.
I personally have a 4650 (lesser), and on mine it works perfectly.

I've done some googling on the subject, and it seems that ATI cards and open gl are not always friends. Still though, it would be great if it was possible to solve this (and still use hw).

I added an enable flag for GL_ARB_gpu_shader5, now it shouldn’t complain hopefully

1 Like

Thanks. I’ll let you know how it works.