I just want to clarify... I'm using Linux, and that seems to be where the issue really is.
On a windows box, shadows work with the above mentioned requirements, it is quite easy actually. So the question is now, what do I need to do to make it work on linux? Which I assume is not a straight forward answer. Or is there a way to write it in with glsl programs? With the above link, I got some kind of result. open gl wants to add shadow in somehow, but it is a glitched pattern of shadow over the whole scene. probably due to the fact that it doesnt have a unified texture to deal with and doesn't know how to handle the data. Any direction on this would be appreciated. Thanks jimmy On Thu, Nov 15, 2012 at 6:37 PM, jimmy gass <[email protected]> wrote: > Im just playing around with the ogl shaders in soft. I had a few > questions. The documentation seems to be pretty light in this area. > > Just starting with the spot light preset, i got textures working on it, > but now I want to get the shadow mapping working. The docs on that say that > 3 things need to be met to make it work. 1: spot light or points lights > only, 2: shadows enabled, 3 activate realtime shadows option in display. > > Seems to easy to be true, with all that activated, it isn't working. > > I imagine that something needs to be added to the vertex and fragment > programs. I found this page: > > > http://www.gamedev.net/topic/316147-glsl-shadow-mapping/page__p__3026490#entry3026490 > > That gives a little insight to how to handle that. But I guess, if this is > the way to go, is there a build in uniform to hold the sampler2dShadow > texture? I can add one with the OGLtexture node, but then what do I plug > into that... just a little confused where to go from here... thanks for any > help. > > jimmy > > >

