Pyritie wrote:What's RTSS? I'm not using the terrain thing (I'm still on 1.7 mogre which doesn't have that yet)
RTSS is not hing to do with the terrain system. Its a framework that can create shaders programmatically instead of you having to write shaders for every combination of lights, effects, and materials that you needs.
However, if you are using mogre, the RTSS framework might not be available to you.
Pyritie wrote:Also I can't find a "PSSM/shadow_caster" material anywhere in my ogre samples, which is the material name everyone seems to keep referring to
Look at the wiki page here for infos about how to handle PSSM in shaders:
http://www.ogre3d.org/tikiwiki/Parallel ... e=Cookbook
However, i am pretty sure you do not need anything special for the caster. The only thing you need is to use setCastShadow(true) on your entity. You can even continue to render the caster entity with fixed pipeline (as long as it does not have to receive the shadow)
Only entities that receive shadow via the PSSM needs to be implemented with shaders. The shader usually need to look at the distance and use the proper split shadow texture. Again have a look at the wiki page above for further infos.
But the bottom line is that if changing your scene to use shaders is too much, then you should keep using normal texture shadow without the PSSM.
Hope this helps