Projecting a texture layer as shadow ?
Hey guys,
I sort of know how to create shadows from triangulated objects etc..
But I have some textures quads with multiple textures per quad and one of these texture layers is the shadow. Currently the shadow is nothing more than a texture with a positional offset.
Is there a "standard" method for projecting this texture layer on the scene so I get a "real" shadow which takes the lighting position into account and possibly even the type of light? (spots)
Am I looking at a projective texture? (and how to project it regarding the light(s) ?).
I'm using directx, any ideas, links even :) ?
Quote:Original post by BaSSrafYup, sounds like it. What you're looking to do is to set up your texture coordinates such that they're the vertex's world-space position projected into the light's view frustum (i.e. you build a view + projection matrix from the light's point of view).
Am I looking at a projective texture? (and how to project it regarding the light(s) ?).
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