Dear all -
I normally use specific buffers to generate per-light shadow maps, and thus this allows me to mix all sort of light shadows and in particular PointLight and Spotlight/DirectionalLight ones.
However, I wanted to check if anybody knows a “neat way” (or hacking way?) to mix pointlights shadows and other light types of shadows through the native p3d_LightSourceParameters struct…
In particular, I tried managing on the same scene 2 kinds of shaders with either “p3d_LightSourceParameters.sampler2Dshadow” or “p3d_LightSourceParameters.samplerCube” to force P3D to issue the shadow cube and 2D maps , but I do not manage to issue proper shadowmaps without generating messages stating inconsistency between the two p3d_LightSourceParameters (which is not surprising, I suspect the gsg to control that consistency).
So: if anybody has a solution to mix PointLight and other type of lights shadows with the p3d_LightSourceParameters or other “more native” P3D solutions, I would be interested to know!
Thanks