Dark spaces cast by the presence of a solid object blocking the flow of light. Often helpful for telling where your character is going to land.

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7
votes
2answers
2k views

Point Light Soft Shadows

How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from ...
9
votes
4answers
2k views

Shadow Mapping and Transparent Quads

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 ...
3
votes
1answer
991 views

State of art shadowing technique for OpenGL on isometric terrain?

What's the most efficient way of creating shadows for object on a isometric terrain with OpenGL and JOGL? Note that this terrain is not flat and is not heightmap generated. Think it as another model. ...
2
votes
2answers
2k views

2D Real-Time shadows on level on a level made from a Dynamic Bitmap

The Bitmap has transparency, and only non-transparent pixels are solid and used for hit detection for the physics engine and gameplay. I have seen some versions done with convex hulls, but for ...