Paul Martz wrote:
> 
> When I use depth map shadows, I use a fragment shader to sample the depth 
> texture. If I wanted to see only the shadow areas but not the lit areas, I'd 
> just add the appropriate conditional call to "discard".
> 


Thanks Paul, your suggestion is very helpful, anyway I wonder if there exists 
also a way to achieve the same result without relying on shaders...for example, 
in the past I used the ColorMask to create an 'invisible' object that was able 
to hide other objects (its shape and volume was reveiled if other objects moved 
behind it, even though it was not visible in the scene). You can also pick such 
kind of invisible objects, so, maybe, something similar can be done also with 
shadows.

Basically I'm looking for a way to reveil the shape/volume of an invisible 
object by means of shadows casted onto it, I know that this may make no sense 
from a physical point of view, but we're in the CG world where only imagination 
is the limit, aren't we?

Cheers.
Alessandro

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