On Fri, Mar 14, 2008 at 3:11 PM, Casey Duncan <[EMAIL PROTECTED]> wrote:
> On Mar 13, 2008, at 4:12 PM, René Dudfield wrote: > > > Hello, > > > > I found some things to improve the quality of the shadow mapping, and > > written in more comments. > > > > http://rene.f0o.com/~rene/stuff/shadows_rd.zip<http://rene.f0o.com/%7Erene/stuff/shadows_rd.zip> > > > > > > It also by default uses a polygon as a floor, and a teapot from GLUT. > > There's a constant at the top of demoShadows.py which changes this. > > However the objects you draw are a very simple part of this demo, they > > could be anything really. The complexity comes from the other code. > > > > I think maybe the glPolygonOffset call may have something to do with > > it... but haven't managed to get the call to do anything. I tried > > glScale, and glTranslate, but that seems to be wrong - and in one > > paper it says you can't use translate/scale but have to use > > glPolygonOffset. > > > > > > The main thing which improved quality for me was to use > > GL_DEPTH_COMPONENT32 instead of GL_DEPTH_COMPONENT with the > > glTexImage2D call. GL_DEPTH_COMPONENT lets the driver pick the > > resolution (which for this Imac as only 8 bit). > > > > I haven't managed to increase the resolution of the shadow map > > successfully. > > I believe you can use FBOs for that since they can have a higher res > than the screen. Basically you render the shadow as a high-res texture > and apply to the scene. > I think that could work--of course I have no idea how to actually *do *it. > If you want real-time soft shadows (i.e., blurred) then you best bet > is probably a custom shader, though you might be able to get a decent > approximation by applying a rendered texture multiple times at > different scales and opacities. With a shader you'll have ultimate > control, however. I imagine so, but actually, all I really want at this point is a working method of getting something. For example, I can't load my own models without the shadows messing up. Again, a single quad, 1 unit square, shadowing a larger quad, 1024 units square, would be far more informative than any demo--again, simplicity helps. > -Casey Ian
