computePracticalSplits

actual fun computePracticalSplits(splitPositions: FloatArray, cascades: Int, near: Float, far: Float, lambda: Float)

Compute practical split positions (interpolates between log and uniform schemes). Provides fine-grained control over resolution distribution. See: Zhang et al 2006, "Parallel-split shadow maps for large-scale virtual environments"

Parameters

splitPositions

Array of size (cascades - 1) to receive split positions

cascades

Number of cascades (1-4)

near

Camera near plane distance

far

Camera far plane distance

lambda

Interpolation factor 0, 1: 0 = logarithmic, 1 = uniform. Start with 0.5

expect fun computePracticalSplits(splitPositions: FloatArray, cascades: Int, near: Float, far: Float, lambda: Float)

Compute practical split positions (interpolates between log and uniform schemes). Provides fine-grained control over resolution distribution. See: Zhang et al 2006, "Parallel-split shadow maps for large-scale virtual environments"

Parameters

splitPositions

Array of size (cascades - 1) to receive split positions

cascades

Number of cascades (1-4)

near

Camera near plane distance

far

Camera far plane distance

lambda

Interpolation factor 0, 1: 0 = logarithmic, 1 = uniform. Start with 0.5

actual fun computePracticalSplits(splitPositions: FloatArray, cascades: Int, near: Float, far: Float, lambda: Float)

Compute practical split positions (interpolates between log and uniform schemes). Provides fine-grained control over resolution distribution. See: Zhang et al 2006, "Parallel-split shadow maps for large-scale virtual environments"

Parameters

splitPositions

Array of size (cascades - 1) to receive split positions

cascades

Number of cascades (1-4)

near

Camera near plane distance

far

Camera far plane distance

lambda

Interpolation factor 0, 1: 0 = logarithmic, 1 = uniform. Start with 0.5

actual fun computePracticalSplits(splitPositions: FloatArray, cascades: Int, near: Float, far: Float, lambda: Float)

Compute practical split positions (interpolates between log and uniform schemes). Provides fine-grained control over resolution distribution. See: Zhang et al 2006, "Parallel-split shadow maps for large-scale virtual environments"

Parameters

splitPositions

Array of size (cascades - 1) to receive split positions

cascades

Number of cascades (1-4)

near

Camera near plane distance

far

Camera far plane distance

lambda

Interpolation factor 0, 1: 0 = logarithmic, 1 = uniform. Start with 0.5

actual fun computePracticalSplits(splitPositions: FloatArray, cascades: Int, near: Float, far: Float, lambda: Float)

Compute practical split positions (interpolates between log and uniform schemes). Provides fine-grained control over resolution distribution. See: Zhang et al 2006, "Parallel-split shadow maps for large-scale virtual environments"

Parameters

splitPositions

Array of size (cascades - 1) to receive split positions

cascades

Number of cascades (1-4)

near

Camera near plane distance

far

Camera far plane distance

lambda

Interpolation factor 0, 1: 0 = logarithmic, 1 = uniform. Start with 0.5