ShadowCascades

actual object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

expect object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

actual object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

actual object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

actual object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

Functions

Link copied to clipboard
actual fun computeLogSplits(splitPositions: FloatArray, cascades: Int, near: Float, far: Float)

Compute logarithmic split positions (more resolution near camera). Better distribution of resolution than uniform for typical scenes.

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

Compute logarithmic split positions (more resolution near camera). Better distribution of resolution than uniform for typical scenes.

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

Compute logarithmic split positions (more resolution near camera). Better distribution of resolution than uniform for typical scenes.

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

Compute logarithmic split positions (more resolution near camera). Better distribution of resolution than uniform for typical scenes.

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

Compute logarithmic split positions (more resolution near camera). Better distribution of resolution than uniform for typical scenes.

Link copied to clipboard
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"

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"

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"

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"

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"

Link copied to clipboard
actual fun computeUniformSplits(splitPositions: FloatArray, cascades: Int)

Compute uniform split positions (equal distance along camera Z axis). Simple but may waste resolution in areas where it's less needed.

expect fun computeUniformSplits(splitPositions: FloatArray, cascades: Int)

Compute uniform split positions (equal distance along camera Z axis). Simple but may waste resolution in areas where it's less needed.

actual fun computeUniformSplits(splitPositions: FloatArray, cascades: Int)

Compute uniform split positions (equal distance along camera Z axis). Simple but may waste resolution in areas where it's less needed.

actual fun computeUniformSplits(splitPositions: FloatArray, cascades: Int)

Compute uniform split positions (equal distance along camera Z axis). Simple but may waste resolution in areas where it's less needed.

actual fun computeUniformSplits(splitPositions: FloatArray, cascades: Int)

Compute uniform split positions (equal distance along camera Z axis). Simple but may waste resolution in areas where it's less needed.