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h4nni

shadow mapping on vbos

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hi! i have to implement a short graphic demo including vertexbufferobjects (from textured 3ds models) with shadow mapping. i have done some shadow tutorials on glutbasic objects like glutsolidsphere and they worked out great. but when i want to implement shadow volumes at the vbos it doesn't work und i don't understand why. :/ know i want to know if anybody had ever implemented something like this und could give me an advice?! or does anybody know a great tutorial on this theme? thx h4nni

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VBOs do nothing to change the algorithm for stencil shadow volumes. You still need to either extrude your polygon edges either in a vertex program or using the CPU.

You don't have access to the geometry using glut objects, what method did you use to do shadowing with those?

Read a tutorial on volume shadows and if you have specific questions with the implementation then I can help you there, but as I said, VBOs really have nothing to do with the implementation, they are just a means for rendering.

EDIT: You mentioned you had to do Shadow Mapping but then in the next line mentioned you wanted to do shadow volumes... What method are you aiming at? they aren't the same thing.

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