Self Shadows with shader programs.
Is it posible to calculate self shadows in vertex and fragment shaders?
If yes, can you please post any link or something where I can get more information.
Thanks.
Check the DirectX 8/9 SDK. There's a self-shadowed spinning Earth example. It can also do it with render-to-texture.
Quote:Original post by MrEvil
Check the DirectX 8/9 SDK. There's a self-shadowed spinning Earth example. It can also do it with render-to-texture.
i'm not using DirectX :(
Thanks anyway. Any other suggestion.
Just because you're not using DirectX, doesn't mean you can't look at the algorithm to get some information & pointers
There's a guy at http://frustum.org/ who has done an example with horizon shadows, I don't know if that's exactly what you want. It's called DisplacementTexture.tar.gz
Quote:Original post by MrEvil
There's a guy at http://frustum.org/ who has done an example with horizon shadows, I don't know if that's exactly what you want. It's called DisplacementTexture.tar.gz
Thanks for you answer.
Well the only problem is that those shadows don't look real enough.
:(
btw.
At the moment Im doing my rendering with:
vertex textures in the vertex shader plus
bump mapping in the fragment shader.
The only thing a need now is self shadows, but all algorithms are too complex to run them in real time.
The fastest self-shadows that I can do at the moment are using the shadow part from relief mapping.
Any other suggestion?
Thanks.
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