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Shadow map using depth shadow map
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developer.nvidia.com have some info on this, and the Game Programming Gems series of books contain a few articles as well. There might also be some articles on this site.
- JQ
- JQ
#define NULL 1
It is/they are in the first book - the one I''ve lent to a friend at the moment so I can''t tell you which article(s) exactly
. GPG2 contains some stuff on priority buffers (which are similar) and a short discussion of depth shadow maps in articles 4.10 and 5.6.
If I remember correctly, the nVidia papers were pretty good though, so you''ll definitely want to check them out, I''ve found most of them for you:
Hardware shadow mapping
shadow mapping
OpenGL shadow mapping
Direct3D shadow mapping
4x500
- JQ
If I remember correctly, the nVidia papers were pretty good though, so you''ll definitely want to check them out, I''ve found most of them for you:
Hardware shadow mapping
shadow mapping
OpenGL shadow mapping
Direct3D shadow mapping
4x500
- JQ
#define NULL 1
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