I don't think it looks correct what I am making, image here: You see a floor with terrain floating above it, on the top left you see the scene depth-visualized and right to it you see things from ...
I use a variance shadow mapping with a "standard" light bleeding fix in my graphics engine which is based on deferred rendering.. I have a single shadow map for a directional light beacause a test ...
I'm a beginner in shadow mapping. I have in my scene two meshes : a cube and a floor. The scene is lighted by a single point light. Here's for the following display the light properties : ...
question was re-written to better explain the problem I have a scene of big thin parallelepiped, small cube, and a light source, all aligned on Y axis, like so: _ | | | |----[ ]----Light |_| Both ...
I'm making a rendering engine as a hobby to learn more about 3D. I have a deferred renderer with the G-buffer (color, normal and depth). I also have a lighting controller that uses only spotlights at ...
I use sampler2DShadow when accessing a single shadow map. I create PCF in this way: result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,-1)); result += textureProjOffset(ShadowSampler, ...
I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see ...
I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping ...