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The shadow effect in that image is created with rays and is somewhat imperfect. When calculating the light for each face, I check to see if the face of that block has line-of-sight to the center of the block containing the torch. The line-of-sight check is performed with a ray cast. If the block does not have line-of-sight, the amount of light is reduced by ...


Okay. Seems like you just want a single light-camera. But there are many different approaches. Like using multiple frustum splits (which means multiple light-cameras), which is called "Cascaded Shadow Mapping". Even the way you construct the frustum of your light-camera to encompass the main camera's frustum can be done in various ways. First some useful ...


There's one topic on their wiki stating a material generator for deferred shading for terrains, you could take a look on that and see if it is good for your uses. http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Deferred+Terrain+Material+Generator


Perspective shadow maps like that are usually not used to shadow the whole scene, but for a single lamp or flashlight. If you want to shadow the whole scene, You probably don't want to use perspestive shadow maps, but rather orthographic ones (I guess you want shadows from the sun?). When you are creating an othographic matrix (MSDN) you specify its ...


This effect is likely done with blending modes. http://blogs.adobe.com/webplatform/2014/02/24/using-blend-modes-in-html-canvas/ You would create a gradient light texture like: and set the composition/blending mode to either additive or multiply (or some other mode for a different effect) and then draw it on top of the area you want lit up. I'll see if i ...


I didn't use normals (bind them, set them, etc) on my VBO, but they were already on my immediate mode cubes.


In deferred shading all the material properties are rendered into the G-buffer, e.g. albedo, normals, roughness, metalness, etc. that are needed for BRDF evaluation. After this step shading is performed for pixels within light volumes using light and material properties as input to the BRDF. The problem with deferred shading is that more complex BRDF's (e.g. ...

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