Hi Sebastian,

I am not DR expert ( I am reading now some papers though ). Marcin Hajder
or Wojtek Lewandowski for sure can answer this. Hope they will give you
some insights. Sorry :-) ..

If my learning goes well, in few months I will revisit this topic ;-)

Nick

On Mon, Jun 8, 2015 at 9:03 PM, Sebastian Messerschmidt <
[email protected]> wrote:

>
> 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]> 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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>>
>>
>
>
>  --
> trajce nikolov nick
>
>
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-- 
trajce nikolov nick
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