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
>
>
>

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