Hi Stefan, this thread helped me on the difficuties of implementing shadows in QC: http://kineme.net/Discussion/GeneralDiscussion/Shadows#comment-4245 I come from OGRE3D experiences and I studied a lot of shaders implementations for shadows, but none of them seems to be right for QC. The 3rd method mentioned by cwright still needs that you calculate yourself the texture-projection matrix to sample the depth-map in the right place. Do you know how to do that?
Best, Luke Hello together, > I'm working since a while more and more with GLSL and wanted to implement a > Shadow Shader. I failed with Shadow Maps cause we're still on Open GL 2.x > (Shading Languge 1.20) and texureProj etc ist working from Version 1.40. I > also tried to wokr with Volume Shadow but somehow I didn't got it working > ... > Is there anyone who implented it successfully? Ist there any possibility to > use OpenGL 3? Via Extensions? If somebody is interrested i can share my > current state. As base i used the Orange Book and read a lot of stuff in the > internet ... > Ambient Occlusion is working so far, I got some stuff running and toneburst > and psonic did also some stuff i found on the net ... > i'm happy about any suggestion ... or maybe an example for shadow mapping > or volume shadows ... > best from vienna, stefan >
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