cool! It's so good that you fixed it in 5 minutes. Must have been processing in the back of your head :) I love it when that happens.
Have you done rendering to texture for increased shadow map resolution? That would really give it a nice quality boost. ps. if you wanted to include references/credits for shadows, the code I posted last has a list of urls at the top, including a link to the original article some of the code came from. On Mon, Sep 15, 2008 at 10:31 AM, Ian Mallett <[EMAIL PROTECTED]> wrote: > The algorithm is the same--shadow mapping. > > What have I changed? Hard to say. Here's what happened: > -Since beginning PyOpenGL programming nearly two years ago, I always wanted > to make something using shadows. When I first started, I was still > unfamiliar with Python, though I had been doing stuff with PyGame for a > while. For a month or so, making shadows was way beyond me (I was > struggling with gl windows and other random stuff)--which is not to say I > didn't try. Naturally, nothing really came of it. > -Skipping ahead a year or so, but still about a year ago, I FINALLY got a > PyOpenGL shadow demo, but it didn't work because it used PyOpenGL for the > matrix multiplication, and that was broken for some reason. > -After that was sorted out, I had a working demo, which I refined down to a > module about 1/3 the size of the original which could be tacked onto > anything. It worked brilliantly--as long as you were using the objects > which came with the demo (the purple triangular thing and the green > landscape). I tried my objects--a cube and a randomly generated terrain, > but they didn't work. > -I couldn't figure out why, and for a long time, the project sat, annoying > me. This must have been several months. Throughout all this, I had been > trying to make shadows in one way or another using various code--the final > count is 26 attempts at shadowing! > -Yesterday, I tried fixing it again, and within five minutes had isolated > the problem to the object texture code. As my objects were being drawn, the > texture was disabled via a misplaced glDisable() call. Turns out > GL_COLOR_MATERIAL works even if GL_TEXTURE_2D is enabled, so the call wasn't > necessary and it was breaking shadows because shadows use a depth texture. > Stupid errors like that annoy me. From there, I emailed everyone here and > it was only a matter of a few hours to release 'OpenGL Library'. > > Ian > >