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 ...
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 ...
I'm writing a small 2d isometric engine in C++ and I'm trying to implement real time shadow casting. I followed a simple approach described on this page and here is the result (light is located at the ...
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 ...
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. ...
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 ...