Posts Tagged ‘shadow cube map’


shadow town, it’s where shading of unlit areas goes down, doo de doo

November 30, 2008

I’m trying to implement them!  So, shadow volumes are kinda slow with any graphics hardware, because they have to be calculated on the CPU, then passed to a shader/fixed-pipeline.  Also, doing per light occlusion shadowing (the accurate per light shadow method) must be done in multiple passes.  This is why I want to do shadow maps.  Shadow samplers can be easily accessed from GLSL fragment programs.  I can do it in one rendering pass, as the shader can receive the information for each light and it’s shadow map all at once and simply add/clamp the results easy as pie.  Ultraaaa banananana creeeeeam piiiie!  Right.

Anyway, I have been looking for a good sample for quite some time now, and Imma like “whaaat, they nothin’ heah!”  I found some good ones on directional and spotlight mapping, but that’s easy because it fits in one simple perspective projection.  I really need an example for point lights: omnidirectional shadow mapping using cube maps specifically.  I’d like to use shadowCube samplers if possible, but it’s fine to pack depth info in some advanced way and do the comparisons manually in the shader.

Sooo, I’m a little frustrated right now, ’cause I can’t find the poop on it.  But I’m still looking, and I’ve ordered the OpenGL Orange Book, it should be arriving shortly.

Siiiiggghhhhh.  You should check out the Inhuman comic.  It’s made of awesome.  No, they’re not furries, they’re aliens.  And stop calling me gay already.  That was only for those of you who look at this and say “that’s gay.”  I’ve been informed that the supreme Overmind known as “Common Sense” wants you all lined up and shot.  If I only I could order someone to do that.  Oh well.

So, shadow maps anyone?  pleeezzz halp omg ur mom.

t3h b4lling3st f0h3v4r bitches