Deferred shading/lighting has no impact on the problem of computing shadows. You need to compute your shadows in the traditional way, by building shadow maps from the lights and doing depth tests when rendering the lighting. The pass that renders the light geometry will be the one to sample the shadow map and depth test.
PromitMember Since 29 Jul 2001
Offline Last Active Today, 08:02 PM
Built SlimDX, SlimTune. Game development at Johns Hopkins Medicine, and commercially with Max & Haley LLC. Co-created I Am Dolphin for iOS, available now.
- Group Moderators
- Active Posts 15,173
- Profile Views 24,479
- Submitted Links 0
- Member Title Moderator - Graphics Programming and Theory | Baron von Bacon Po
- Age 27 years old
- Birthday March 30, 1987
Expert Community Member
- Website URL http://promitroy.com