Two new snaps of the progress.
Set up shadow frustum to be ortho or perspective depending on the point or directional light. For out door lighting, the shadows should be form a directional light source, but most of the shadow buffer demos use point light and perspective projections. It was a simple enough change to ortho frustum.
Added skybox support (which real jazzes up the shots), similiar to Java3D “Background” node, but specifically a 6 sided, texture camera centered box. Java3D allows for any graph as a background, this is only pictures, which is all we used it for…
[mod]
Also added FPS counter - this scene with the animated monk is running around ~60hz on a GeForce Quadro4 700 XGL (older Quadro) and AMD 1.6 GHz. With shadows off, it’s running at ~150 FPS.
One error in this snapshot is that the towers aren’t shaded (in the model they have no normals because we used static light maps for shading) so the back sides you can see here are bright and have shadow rings, but it would be all ambient lit and thus the shadows would blend away correctly if it had the correct normals.
Almost feature complete (+better shadows) for what we used Java3D for in our fighting game demo. 