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genesys

shadowmapping without GLSL

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Hi! I know how to do shadowmapping using Highlevel shaders and multi pass rendering. But how can i create shadowmapped shadows without GLSL?? Thanks!

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i'd prefere a rough overview of the process (and which gl commands are used and why) - since i don't know C++ and i can't compile the sources...

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1) Render to depth texture from light's point of view
2) Enable depth comparison
3) Enable texture coordination generation
4) Bind depth texture
5) Render scene from normal viewpoint

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