Original Post
I have been trying to determine what would be the best way to do shadowmapping for large outdoor areas for use in my RTS game. I currently have just basic shadowmapping and IMO it's not good enough. I read a bit on the Logarithmic Shadow Maps method and if I am reading this paper correctly I need to tessellate the meshes? Now if IIRC with geometry shaders you will be able to tessellate meshes? Website Logarithmic Shadow Maps Anyone implemented this in OpenGL? Thanks [Edited by - MARS_999 on October 12, 2006 3:38:06 PM]