Hello Wojciech,
first of all, thank you for taking a reasonable amount of time to dig in
to my problems.
Hi Sebastian,
Unfortuantely I do not have enough time to get as deep as neccessary
into this complex problem you are considering. There could be many
approaches to integration of
Hi Sebastian,
Unfortuantely I do not have enough time to get as deep as neccessary into
this complex problem you are considering. There could be many approaches to
integration of deffered shading with OSG. And I guess algorithms and data
structures used in such implementations would most probably
okay, I've gotten a bit further with this one.
I realized that what I really need are two separate things.
The first one is to specify the texture the shadow-pass renders in by
myself so I can bind the appropriate texture object and set the render
order individually.
The second step is to tell
Hello,
I have used the osg shadow implementations with great success in state
of the art forward rendering.
Right now I'm trying to implement shadowmapping into my deferred
rendering approach.
Can anyone point me into the right direction, regarding the correct
usage of the view dependent
4 matches
Mail list logo