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Type: Posts; User: ehmdjii

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  1. Replies
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    Re: ShadowMapping: Shadows only visible at y=0

    well, unfortunately not. but thanks for staying with me!

    i would like to continue to keep the orthogonal projection for the light-pass. but anyways, i dont think this is the problem, since the...
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    Re: ShadowMapping: Shadows only visible at y=0

    thanks!


    yes, it still is a orthogonal projection for the lightsource-pass, since i try to simulate sunlight.
  3. Replies
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    Re: ShadowMapping: Shadows only visible at y=0

    yes, the scenegraph handles the transformations.
    but what i mean is, that maybe i have to apply these transformations by hand in the shader in order to create the shadowtexcoords?

    for example...
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    Re: ShadowMapping: Shadows only visible at y=0

    thanks,
    well, actually i think i already do this. it is basically like this:

    1. set camera to lightpos
    2. render scenegraph
    3. copy depthbuffer to texture (shadowmap)
    4. set camera normal
    5....
  5. Replies
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    Re: ShadowMapping: Shadows only visible at y=0

    exactly! that is the problem!

    thanks for the explanation, but how can i fix my problem?
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    Re: ShadowMapping: Shadows only visible at y=0

    yes, but they also need to take care of the glRotates, glScales, glTranslates, etc, right?

    because now it seems that the shadows on the objects do not respect that.

    for example: i have an...
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    Re: ShadowMapping: Shadows only visible at y=0

    (bump)

    could it be, that i forgot to integrate the transformations into the shadowtexcoords? because after thinking about this for a while, it seems that the shadowcoords do not respect the place,...
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    Re: ShadowMapping: Shadows only visible at y=0

    thanks!

    yes these two parameters are set to the depth texture.

    the really strange thing is, that shadows are visible on anything that is below the height of zero (y<0) in the scene. but...
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    Re: ShadowMapping: Shadows only visible at y=0

    thanks for your reply.
    well the matrices are pretty much what i get from
    glGetFloatv(GL_PROJECTION_MATRIX) in the shadowpass.

    in detail my shadowpass setup looks like this:


    ...
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    Re: ShadowMapping: Shadows only visible at y=0

    thanks for your reply!

    if i transpose it, it looks like this right?


    const mat4 biasMatrix = mat4( 0.5, 0.0, 0.0, 0.5,
    0.0, 0.5, 0.0, 0.5,
    0.0, 0.0, 0.5, 0.5,
    0.0, 0.0, 0.0,...
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    Re: ShadowMapping: Shadows only visible at y=0

    (bump)

    i am still having this problem. btw: shadows are there on objects that are below height 0 too. so it is not just at height 0 but on anything below 0 but not above 0.

    thanks for any help!
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    ShadowMapping: Shadows only visible at y=0

    hello,
    i have implemented shadowmapping with an FBO and GLSL.
    it is used on a heightfield. that is some objects (trees, plants, ...) cast shadows on the heightfield.

    the problem i have, is that...
  13. Re: shadowmap gets extruded at the borders -black bars

    thank you! that is a good idea!

    infact i used glScissor to lock the border. it works now! thanks!
  14. Re: shadowmap gets extruded at the borders -black bars

    thank you, so i was wondering how to use texture-borders correctly? the spec says:

    "The value of width is 2m (or 2m+2 if there's a border), where m is a nonnegative integer."

    so that means if...
  15. Re: shadowmap gets extruded at the borders -black bars

    thank you! but actually i would like the opposite effect. everything outside of the shadowmap should not be shadowed but lit, since this is for an outdoort-scene.
  16. shadowmap gets extruded at the borders -black bars

    hello,

    i am using old-school shadowmapping in my game and i have the following problem:

    the shadowmap doesn't cover all of the visible frustum, so objects in the far distance dont have a...
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