I am trying to implement shadow mapping into my project and am stuck at this problem: If I'm reading the shadow map values with glReadPixels and linearize those values, I am getting exactly the value ...
Following my question here, I decided to create an 2D texture array for all of my depth screen texture so that I can use them for shadows for all my lights. I'm having an issue setting it up, I'm ...
I have created a very simple lighting shader. It currently only supports point lights, but it lights up surfaces that are completely blocked from the light. I know why, but I want to know how I can ...
For Ogre experienced people, but also experts in the field: Early Z culling is sometimes quite desirable, and that's what I tried to do in Ogre by using a two pass material. The first one is writing ...
Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As ...