Hi Nick,
I failed to use the default Shadow-Mapping techniques in a deferred
rendering context. I never fully understood how to "split" the
shadow-map generation into later binding the resulting texture to my
actual lighting/shadowmapping part.
Any insights on this?
Basically I've got multiple passes, one of which should create the
shadowmap(s) and another others which need access to the resulting
textures and states (in terms of an unifom for the matrix)
Cheers
Sebastian
Hi Werner,
I am doing the same and using the LightSpacePerspective shadow
techinque. In your program you have to set your vertex and fragment
shaders as well, and it will be picked up correctly if you set the
masks for receiving/cast shadows .... So it should work. As long as
they are part of the top ShadowedScene
Nick
Nick
On Fri, May 29, 2015 at 5:56 PM, Werner Modenbach
<[email protected] <mailto:[email protected]>> wrote:
Hi all,
My scene contains many objects, which are created by geometry shaders.
So no vertices are created outside the graphics card for those
objects.
So I use
state->setUseVertexAttributeAliasing(true)
and
state->setUseModelViewAndProjectionUniforms(true)
Is it possible using a shadow technique in this case? If I'm right
the shadow technique installs it's own shaders.
Thanks for any hint.
- Werner -
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