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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