Hi all,
I might try an implementation of omni-directional point light shadow
mapping based on this interesting paper.
https://hal.archives-ouvertes.fr/hal-00733343/document
They manage to generate 6 views of the same object in a single pass and
within a destination single texture using geometry
Hi,
I wonder if anyone here would be able to share some OSG based sample code
demonstrating shadow cube maps for point light sources.
While the osgShadow::ShadowMap class will currently detect point lights and
use a perspective frustum for rendering the shadow map, I believe this does
not
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