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Hi I would want implementig the Shadow in my engine like Splinter-Cell but I've some problem: 01) what is the right way to fit the model into texture(used for shadow). 02) for right projection my light should track the object??if I use prespective projection form light,the shadow doesn't appears in the right way. es:
---->   o  light
/  \
/    \
/      \
O  <------- object that produced shadow
-------------**  <----- shadow coming too much far away.

Thanks Sandro [edited by - jeppa on November 26, 2003 6:12:05 PM]

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I only have half a clue what you''re talking about, but here''s your figure:
---->   o  light       / \      /   \     /     \           O  <------- object that produced shadow-------------**----  <----- shadow coming too much far away.

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quote:
Original post by jeppa
Hi

I would want implementig the Shadow in my engine like Splinter-Cell
but I''ve some problem:
01) what is the right way to fit the model into texture(used for
02) for right projection my light should track the object??if I use
prespective projection form light,the shadow doesn''t appears in the
right way.

It sounds like you''re trying to implement shadows using projection shadows (i.e. you project a model onto a plane and use that projection as your texture). Splinter Cell doesn''t do this for it''s shadows. It uses a technique called Shadow Mapping. Do a search in the archives for this topic since it''s been discussed many many times.

Projection shadows are still a viable alternative, though they aren''t as accurate. There are two classes of algorithms that give very good shadow results: one is Shadow Mapping and the other is Stencil Volumes. There are many articles here at gamedev and on the net in general about all three of these approaches.

neneboricua

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dont want to change the actual subject of thread but whats the difference b/w shadow mapping and projection shadows and stencil volume.

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