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 ...