Enhanced shadows is referring to the shadowmapping light code (e.g. ep2
flashlight), but the orange box vrad will trace through textures now to
generate tree/fence shadows from alpha-tested textures if that's what
you're after.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Minh
> Sent: Wednesday, September 12, 2007 3:50 PM
> To: [email protected]
> Subject: Re: [hlcoders] SDK Update heads up?
>
> --
> [ Picked text/plain from multipart/alternative ] Does
> "Enhanced Shadows" mean we'll have shadowmapping techniques
> allowing us to do trees like how FarCry does the shadows for
> their trees (as well as the Splinter Cell series for stuff
> like fences and what have you). That would be teh mansauce!
>
>
> ----- Original Message -----
> From: "Mike Durand" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Wednesday, September 12, 2007 9:26 AM
> Subject: RE: [hlcoders] SDK Update heads up?
>
>
> > Hi All-
> >
> > Once I do the "big merge" I will be able to provide a
> better preview
> > of changes that you will be getting with the next SDK
> update. But for
> > now here is the high-level list of new features and improvements in
> > Orange Box games and the latest version of the Source Engine:
> >
> > Non-photo-realistic Rendering
> > Cinematic Physics Simulations
> > Utilization of Multi-core Processors
> > Improved HDR
> > Enhanced Particle System
> > Human Skin Shader Improvements
> > Enhanced Foliage Rendering
> > New Motion Blur Effect
> > Pixel Shader Model 3.0
> > Enhanced Shadows
> >
> > Hopefully some of this stuff looks interesting to some of you. :)
> >
> > -Mike
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
> > Sent: Monday, September 10, 2007 1:43 PM
> > To: hlcoders
> > Subject: [hlcoders] SDK Update heads up?
> >
> > --
> > [ Picked text/plain from multipart/alternative ] There hasn't been
> > much talk about what updates we'll be receiving to the SDK
> > for Episode 2.   I was hoping you guys at Valve would
> enlighten us a bit
> > on
> > what to expect.  The only things I've heard are from the Ep 2 video
> > that was shown, regarding the new technologies put in, like the
> > cinematic physics, enhanced foliage rendering and better expansive
> > outdoor rendering.
> >
> > It'd be great to have a heads up on what we'll be
> receiving.  It's not
> > very fun to just throw us these new updates, and have us figure out
> > whats new.
> > Updates I'm hoping for is some enhancement with the Physics
> system to
> > allow for better network predicting.  Shaders to allow multiple
> > passes, or dynamically change a shader for one model
> without having to
> > switch skins of the models, and an increase on the limit of 64
> > instructions for the .fxc shaders.
> >
> > I've also been trying to implement my own physics, however
> its a bit
> > hard to do with the standard line and ray traces we have.
> I know we
> > won't be receiving SOLID_OBB or anything of that sorts, but this
> > engine is suppose to be top of the line, and it is still using only
> > AABB.
> >
> > I'm sure there is more things others have been hoping for, shedding
> > some light on us would be much appreciated!
> >
> > Thanks.
> > -Joel
> > --
> >
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> >
> >
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> >
>
> --
>
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