I'm writing a lighting system in OPENGL using GLSL shaders, and I'm pretty happy with the light casting I have so far, but I'm totally stuck on casting shadows. Everything I've found online on this ...
I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = ...
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 am using OpenGL 3.3 and am tryin to implement shadow mapping using cube maps. I have a framebuffer with a depth attachment and a cube map texture. My question is how to design the shaders for the ...
I'm making a (non-isometric) side scrolling 2D game and I want each fragment that I draw to cast a small drop shadow when it is near another object. What sort of algorithms are used in fragment ...