capedica
06-04-2005, 12:38 AM
Hi,
i've finally realized shadow mapping via shaders, now i have a cone of light that makes shadow (a directional light), what if i want to realized omni light? Is it correct this solution?
- i take 6 depth texture rotating camera of 90 degrees every time;
- i build a cubemap;
- in my shader i do something similiar to directional light but using a cubemap as shadow texture.
Is this method correct? is it normally used in real time application like games, because taking 6 texture reduce very much framerate? or is there a trick?
Thank you
i've finally realized shadow mapping via shaders, now i have a cone of light that makes shadow (a directional light), what if i want to realized omni light? Is it correct this solution?
- i take 6 depth texture rotating camera of 90 degrees every time;
- i build a cubemap;
- in my shader i do something similiar to directional light but using a cubemap as shadow texture.
Is this method correct? is it normally used in real time application like games, because taking 6 texture reduce very much framerate? or is there a trick?
Thank you