Shadow mapping without hardware support

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9 comments, last by PfhorSlayer 19 years, 11 months ago
If it''s anything like D3D, since you''re using a vertex shader, setting OpenGL''s modelview matrix has no effect for vertices your shader processes.

So there is no harm in passing 2 matrices into your shader as constants instead:

* A model-view matrix (transforming from object space to camera space).
* AND a ''model'' matrix (called ''world'' in D3D, transforming from object space to world space).

Hope this helps.

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