I have read the tutorial about Hardware shadow mapping from http://www.paulsprojects.net
I have also read the nvidia paper from GDC 2000:
“Shadow Mappingwith Today’s OpenGL Hardware”
And i have some questions:
-
The depth map texture is projected on the scene to compare R with the deph stored in the texture. Ok.
But if the texture is projected on the scene, Why is it not displayed in the color buffer ? (like in page 18 of the nvidia paper)
I understand the depth map must not be displayed. But i don’t understand which function avoid it to be done.
When i don’t use shadow mapping and when i project a texture on the scene, the texture is displayed on the color buffer. Where is the difference? The functions seems to be the same. -
How to display the projected depth map to the color buffer in order to have the same render we can see in page 18 of the nvidia paper.
3)GL_ALPHA_TEST is used to update on the screen the regions which are enlightened (not in shadow). If my scene has some semi-transparent models, could it produce some problems ?
Thanks.