I am following this great tutorial but I have many questions.
Let's see if I understand the basic idea.
1. I must create the same number of FBOs that lights (maximum 8). 2. I must create the same number of depth textures (shadow maps) that FBOs. 3. For every FBO I must perform offscreen render (render to texture, drawing the scene from the point of view of each of the lights, maximum 8 times).
Is this correct or can I use just a texture with multiple FBOs, or fbo with various textures or how?
Assuming you use the idea above, how should the final render of the scene?
glUseProgram(programa); glUniformli(shadowM0,4); glActivateTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D,depthT0); //Draw Escene? glUniformli(shadowM1,5); glActivateTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,depthT1); //Draw Escene? glUniformli(shadowM2,6); glActivateTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D,depthT2); //Draw Escene? ... glUseProgram(0);
Is this okay? I think not, because it uses a lot of resources and the scene would have to be drawn up to 7 times. (One per light source and shadow mapping).
Well but then how should the render scene with multiple light sources and shadows?