Offset Units
and Factor |
The factor is the basic value multiplied by
the offset unit by which the shadows are offset off of floors, walls,
ground, etc. The actual distances involved are video card dependent. In
general terms, the factor is the big adjustment and the offset is for
fine tuning.
|
Depth Offset Units |
The factor is the basic value multiplied by
the offset unit by which the shadows are offset off floors, walls, ground,
etc. - depending on the depth buffer and the position the camera is from
the view. The actual distances involved are video card dependent. In general
terms, the factor is the big adjustment and the offset is for fine tuning.
|
Depth Map Width and Height |
This is the default resolution for light shadows.
Basically, the higher the resolution the more detailed are the shadow
edges. Of course, if the spotlight cone size being used is large the shadow
will be stretched as a bitmap is stretched and the pixel sizes are enlarged.
Values must be power of two - 256, 512, 1024, 2048. The slower your 3D
video card, the lower the numbers should be to improve performance.
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