Original Post
Hi. I'm writing a cel-shaded (frag| shaders) crash'n'burn car racing game and I was thinking about adding dynamic shadows. I have been reading about shadow mapping/buffers and shadow volumes. I think that shadow mapping is simpler to do, but I know that it doesn't look so good as there are artifacts due to limited size of the shadow map. As I'm not even trying to do anything realistic, I thaught that I would add a blur filter to the shadow map texture, I would have a nice non-realistic soft shadow. The question is, how to apply effects such as blur to the texture? Should I copy the texture back to the cpu and then twiddle with it? And isn't it awfully slow to move stuff back and forth to and from the cpu? Or is there a way to manipulate the textures as they are in the gpu's memory. I had an idea about rendering only the texture to the screen, do some effects with shaders and then copy it into another texture... Or would it be simpler to do if the texture was in the stencil buffer? Or perhaps use accumulator buffer for blurring. What do you guys think? what would have the best visual quality compared to rendering speed. Thanks in advance. -Richardo