Hello Daniel,
On Mon, Sep 7, 2009 at 1:44 AM, Daniel
Svensson<[email protected]> wrote:
> I have tried to get some shadows in my scene with the
> ShaderShadowMapEngine that was comitted a couple of weeks ago, but have
> not succeeded. When I pass the SSME as a light engine to my point light
> the light does work (i.e the scene is not lit), note that I am not using
> the shadow map in my shaders at this point as a first step i am only
> trying to achieve light. Is the ShaderShadowMapEngine not supposed to be
> used this way or is something else wrong? Do you perhaps have an example
> of how to use the SSME?
hm, I've only used the SSME together with the DeferredShadingStage
where the whole lighting is done differently anyway.
That is also the only example we currently have, see
Examples/Advanced/DeferredShading
The idea of the SSME however is that it is used together with a shader
based rendering setup, so my thinking was that lighting would be
computed by a shader that just calls a function provided by the engine
to determine if the fragment is in shadow or not; you can see this in
the example shaders that come with the DeferredShading example.
Cheers,
Carsten
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