Tagged Questions
0
votes
2answers
192 views
Tutorials for shadow mapping with multiple point lights in XNA [closed]
I've been trying to crack this problem for a while now and I'd like to know if there's a tutorial or two out there that can help me with this. I know how to do shadow mapping with a single light, and ...
1
vote
1answer
197 views
multipass shadow mapping renderer in XNA
I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow ...
0
votes
1answer
345 views
Shadows shimmer when camera moves
I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the ...
1
vote
1answer
423 views
how to modify shadow mapping in “3D Graphics with XNA Game Studio 4.0”?
So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part.
in this book it creates point ...
6
votes
1answer
641 views
Need help with Shadows
I have started to develop an engine over on Codeplex but my shadows are not working correctly. I have been working for a week on it and can't figure out what is going wrong. I will be putting a 200 ...
3
votes
2answers
232 views
Fire range arc behind buildings
need some help with HLSL. Each charater in my game shows a fire range arc (which is a textured model) which show how far the guy can shoot, see
It looks ok, but I hate the fact that it shows even ...
7
votes
2answers
814 views
Blurring point light variance shadow map
I've been working on implementing variance shadow mapping for my game. I was able to get a spot light working with variance shadow mapping with a gaussian blur applied to the shadow map to reduce the ...
13
votes
1answer
1k views
Shadow map artifacts
I want to try adding shadows to a 3D XNA game. I've set up some testing environment with one light and one camera. However, I'm running into artifacts with my approach.
I'm using the shader code from ...