On Fri, Mar 14, 2008 at 3:11 PM, Casey Duncan <[EMAIL PROTECTED]> wrote:

> On Mar 13, 2008, at 4:12 PM, René Dudfield wrote:
>
> > Hello,
> >
> > I found some things to improve the quality of the shadow mapping, and
> > written in more comments.
> >
> > http://rene.f0o.com/~rene/stuff/shadows_rd.zip<http://rene.f0o.com/%7Erene/stuff/shadows_rd.zip>
> >
> >
> > It also by default uses a polygon as a floor, and a teapot from GLUT.
> > There's a constant at the top of demoShadows.py which changes this.
> > However the objects you draw are a very simple part of this demo, they
> > could be anything really.  The complexity comes from the other code.
> >
> > I think maybe the glPolygonOffset call may have something to do with
> > it... but haven't managed to get the call to do anything.  I tried
> > glScale, and glTranslate, but that seems to be wrong - and in one
> > paper it says you can't use translate/scale but have to use
> > glPolygonOffset.
> >
> >
> > The main thing which improved quality for me was to use
> > GL_DEPTH_COMPONENT32 instead of GL_DEPTH_COMPONENT with the
> > glTexImage2D call.  GL_DEPTH_COMPONENT lets the driver pick the
> > resolution (which for this Imac as only 8 bit).
> >
> > I haven't managed to increase the resolution of the shadow map
> > successfully.
>
> I believe you can use FBOs for that since they can have a higher res
> than the screen. Basically you render the shadow as a high-res texture
> and apply to the scene.
>
I think that could work--of course I have no idea how to actually *do *it.

> If you want real-time soft shadows (i.e., blurred) then you best bet
> is probably a custom shader, though you might be able to get a decent
> approximation by applying a rendered texture multiple times at
> different scales and opacities. With a shader you'll have ultimate
> control, however.

I imagine so, but actually, all I really want at this point is a working
method of getting something.  For example, I can't load my own models
without the shadows messing up.  Again, a single quad, 1 unit square,
shadowing a larger quad, 1024 units square, would be far more informative
than any demo--again, simplicity helps.

> -Casey

Ian

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