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fazekaim

can i port a stencil based program to fbo-based program?

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Hello, i read this paper: http://developer.nvidia.com/object/fast_shadow_volumes.html i want to render an outdoor shadow effect from a sun-like light point. i don't know is this paper could be the best solution, i tried to use the Trapezoidal Shadow Mapping, but i failed to implement it. :( i'm not stencil buffer expert, and i have some experiences about Framebuffer Object. So, my question is, can i port a stencil-based shadow rendering algorithm to fbo "technology"? Thanks.

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Shadow volumes (which you would use the stencil buffer for) and shadow mapping (which you could use FBOs for) are two completely different shadowing algorithms. So no, you can't really "port" one to the other. If your engine is designed well you should be able to just remove one and add the other without too much hassle though.

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> Shadow volumes (which you would use the stencil buffer for) and shadow mapping
> (which you could use FBOs for) are two completely different shadowing algorithms.
I know. I don't know wich one could be faster or better looking. I have a lot of moving models and buildings ( turn based strategy game ), and i have a sun as light object.

> So no, you can't really "port" one to the other. If your engine is designed well
> you should be able to just remove one and add the other without too much hassle though.

It' not good to hear it. :( Thanks anyway.

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Quote:
Original post by fazekaim
I know. I don't know wich one could be faster or better looking. I have a lot of moving models and buildings ( turn based strategy game ), and i have a sun as light object.
If you don't want to implement both and profile, I would recommend shadow mapping. It's my opinion that, overall, they are "better" than shadow volumes, and they scale better to more geometry. As with everything though, they each have their advantages and disadvantages.

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is there any good opengl-based demo program using prjective shadow mapping?
i only found pdf-s and papers. a code i smore usefull to me then a theoretical paper. :(

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