i've been wondering how to do source engine - like shadows in opengl?
I mean, they are always showing a single shadow map style shadow for each character, even if there several lights in the scene.
How are they creating it? I've tried to limit my character shadow only to nearest light, but it's "jumping" in a very annoying way. Are they using some kind of interpolation? how do they determine the light/shadow view pos/projection?
anyone have any ideas?
thanks in advance
I need to fake a skydome behaviour in GLSL.
I have viewer position (obviously), vertex position, etc, and a single skydome texture (NOT a cubemap, single 2D texture)
How can I calculate texcoord so my polygons looks like sky?
thanks in advance,