lucidmm
04-24-2002, 03:34 AM
Has anyone implemented the algorithm in Cass Everitt and Mark Kilgard's paper "Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering"?
I tried implementing the algorithm in section 3.3, but I'm having some problems. He loads the infinite projection matrix before drawing the scene. When I did this, my whole scene was projected to infinity. It seems that loading the infinite projection matrix should be done before rendering the shadow volumes. Also in the pseudo-code, he calls loadCurrentViewTransform(); Why does this need to be done? The modelview matrix should be loaded with the call to MatrixMode(MODEL_VIEW);
Any help would be greatly appreciated.
Thanks.
[This message has been edited by lucidmm (edited 04-24-2002).]
[This message has been edited by lucidmm (edited 04-24-2002).]
I tried implementing the algorithm in section 3.3, but I'm having some problems. He loads the infinite projection matrix before drawing the scene. When I did this, my whole scene was projected to infinity. It seems that loading the infinite projection matrix should be done before rendering the shadow volumes. Also in the pseudo-code, he calls loadCurrentViewTransform(); Why does this need to be done? The modelview matrix should be loaded with the call to MatrixMode(MODEL_VIEW);
Any help would be greatly appreciated.
Thanks.
[This message has been edited by lucidmm (edited 04-24-2002).]
[This message has been edited by lucidmm (edited 04-24-2002).]