Shadow volumes of skinning mesh How to do with shader ?
I can implement shadow volumes on GPU(shader) by insert degenerate quads between share edges on mesh and extrude them away from light.
But i think it is only for statically mesh. (?)
In skinning mesh, i lost "normal of face" imformation (?)
Can i implement shadow volumes and skinning mesh on GPU ?
Or, i must skin mesh in CPU and make shadow volumes in GPU ( or CPU) -____-"
Have any better solution ?
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