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...
Type: Posts; User: ehmdjii
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...
thanks!
yes, it still is a orthogonal projection for the lightsource-pass, since i try to simulate sunlight.
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...
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....
exactly! that is the problem!
thanks for the explanation, but how can i fix my problem?
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...
(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,...
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...
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:
...
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,...
(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!
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...
thank you! that is a good idea!
infact i used glScissor to lock the border. it works now! thanks!
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...
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.
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...