On Sat, Mar 15, 2008 at 8:45 PM, René Dudfield <[EMAIL PROTECTED]> wrote:
> You might need to move the light around, or move the objects around > for the shadowing to work. But I've managed to use other models for > the floor and the object casting a shadow. I haven't. A single quad shadowing a 1024x1024 quad eludes me. > Yeah, rendering to a texture might be able to work... but I can't > think how at the moment. Lots of different techniques to try out... > there's a lot of papers on the subject - but the code isn't always > working or existing at all to try it out. I hate implementing things > from papers without working examples... because sometimes they Make > Shit Up (MSU)... hehe and it's wasted effort. > I've had random bits of code, which I tried to port from C to Python. Then, someone says that it doesn't work in C when I've spent five hours wondering why their stupid code isn't running. > On Sun, Mar 16, 2008 at 2:31 PM, Ian Mallett <[EMAIL PROTECTED]> wrote: > > On Fri, Mar 14, 2008 at 3:11 PM, Casey Duncan <[EMAIL PROTECTED]> wrote: > [snip] > > > > > 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. > hehe, yeah. > or > glEnable(GL_JUST_WORK); glEnable(GL_SHADOW) glEnable(GL_DOOM3) glEnable(GL_MEANING_OF_LIFE) > I think if you place lights in certain places the shadows can look > nice. So for some uses it is pretty cool, and I guess it is fairly > simple to code, and works fairly fast :) Yep. Shadows really help the 3D illusion. Ian