I can't speak for everyone, (though I assume by everyone's silence this is
so), we cannot figure out how to implement the theory.
  In this particular case, the shadows worked when the resolution was 512,
but nowhere else.  Seeing as how this is a variable, (and of course, a
shadow implementation should be adjustable to different platform
capabilities), it seems illogical that it cannot, in effect, be changed.
Because of this, and for other similar reasons, I draw the conclusion that
this code is faulty in some way, or, at the very least, impossible to
reverse engineer.
  My knowledge of OpenGL is entirely based on reverse engineering code.  If
the code doesn't appear to work, then even though I may know the theory, it
is all useless.
  So, theory is good, and I thank you and all who provided other theory for
it, but I really would prefer examples.  A piece of code is worth a thousand
words.
Thanks,
Ian

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