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### #ActualAnfractu0us

Posted 26 December 2012 - 12:39 AM

After quite a bit of tinkering, I finally got an accurate depth image rendered to my FBO/into a texture. However, I can't seem to get the actual shadows to cast. I'm using http://fabiensanglard.net/shadowmapping/index.php as a reference.

This is my depth map as drawn from the lights POV, as per gDebugger after adjusting the slider to represent roughly .50 out of 1.0.  Here is how my scene looks after rendering.

[attachment=12970:scene.png]

I've got my matrices, shaders, etc. setup exactly as presented in Fabien Sanglards tutorial. I'm not necessarily looking for answer, but rather a point in to what would be causing my entire scene to be gray, rather than have shadows applied.

The only thing I can think of is how I have my perspective established:

       //set pers settings
this->r_cam->perspective(CAMERA_FOVX,
(800.0f) / (600.0f),10.0f,40000.0f);
glLoadMatrixf(&this->r_cam->getProjectionMatrix()[0][0]);

Perhaps my zNear(10.0f) is too small? Or perhaps zFar(40000.0f) is too large? The depthmap shown in gDebugger looks alright to me, though. I'm using VBOs and AssImp if that affects anything; I can post my final scene rendering code(or any requested portion ) if that would aid in determining what's going on; I didn't want to clutter my first post too much Thank you!

### #1Anfractu0us

Posted 26 December 2012 - 12:38 AM

After quite a bit of tinkering, I finally got an accurate depth image rendered to my FBO/into a texture. However, I can't seem to get the actual shadows to cast. I'm using http://fabiensanglard.net/shadowmapping/index.php as a reference.

This is my depth map as drawn from the lights POV, as per gDebugger after adjusting the slider to represent roughly .50 out of 1.0.  Here is how my scene looks after rendering.

[attachment=12970:scene.png]

I've got my matrices, shaders, etc. setup exactly as presented in Fabien Sanglards tutorial. I'm not necessarily looking for answer, but rather a point in to what would be causing my entire scene to be gray, rather than have shadows applied.

The only thing I can think of is how I have my perspective established:

       //set pers settings
this->r_cam->perspective(CAMERA_FOVX,
(800.0f) / (600.0f),10.0f,40000.0f);
glLoadMatrixf(&r_cam->getProjectionMatrix()[0][0]);