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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