Hi all,

today I come over with an idea about avoiding an additional render pass for creating shadows. I highly appreciate any comments and maybe hints before I start with a trial implementation.

I use deferred shading and my scene gets rendered in a prerender pass in order to get
i.e. a depth map for various effects like ambient occlusion.
I'd also like calculating shadows. The usual approach is adding an additional render pass with a camera located at the light position. This gives the depth texture from the light point.

In the final shading pass, done from the final camera position,  I need a matrix for calculating the actual positions depth from light point and compare it with the shadow maps depth.

So I think I could do some comparable calculation in my prerender pass and create a shadow map manually without having the shadowmap prerender pass even when the actual camera position
isn't at light position. This would be a very welcome speedup.

Maybe I'm misleaded. So please kindly comment.

Thank you

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