Hello, I'm rendering 2D shadow geometry to a separate framebuffer for each light source, for later use in a shader. The number of light sources vary so I can't have a strict set…
9 years, 11 months ago
Hello, I'm rendering 2D shadow geometry to a separate framebuffer for each light source, for later use in a shader. The number of light sources vary so I can't have a strict set…
9 years, 11 months ago
11 years, 11 months ago
Good bet! After reading your comment I remembered this article: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ ... mentioning th…
11 years, 11 months ago
11 years, 11 months ago
I've implemented shadow mapping in my WebGL application based on WebGL Programming Guide by Matsuda et al. The shadow mapping is generally working, but when my depth bias i…
11 years, 11 months ago
One of my professors has made the claim that using a "standard" resolution (i.e. 1920x1080, 1024x768, etc.) will provide better performance than using "non-standard" resol…
13 years, 3 months ago
Hello, I'm rendering 2D shadow geometry to a separate framebuffer for each light source, for later use in a shader. …
9 years, 11 months ago
Good bet! After reading your comment I remembered this article: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ ... mentioning the use of front-face cul
11 years, 11 months ago
Encoded depth map:
11 years, 11 months ago
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