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Hi, I'm tryting to get some shadows on my little 3d scene and don't know how to start. I have rendered a small box with some textures and some point lights. So far so good. Now I want to render some shadows on the floor where the box is located. As a newbie in directx I have seen lots of math explanations and example parts about shadowing - but no simple tutorial where shadowing is explained from scratch. I think there must be some ready to use directx functions which help me to generate my shadows. I don't want to render every shadow pixel by calculating hard math stuff. So - are there any directx functions which help me to get my shadows. And of course: a good explanation or tutorial about how to use these functions? Best regards and thanks for any help Pikebu

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3d programming is all about hard maths, better get used to it.

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You might be able to glean something from these tutorials and convert into use into your own code.

http://www.mdxinfo.com/resources.php?view=Intermediate%20samples

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Quote:
 Original post by Anonymous Poster3d programming is all about hard maths, better get used to it.search google for tutorials on shadow mapping / stencil shadows using directx.

Thanks for the messages. Ok - I'm fine to do some maths, but I'm sure there must be some shadows possible without creating them from zero. Does anyone know a tutorial (C# would be preferred) where the creation of smooth shadows is well explained? I think lots of people search for something like this.

Thanks for any suggestions

Pikebu

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shadows are an advanced subject(except with raytracing) with many ways to render them. most use a variation of shadow mapping and a blur shader, or manipulation of a precalculated lightmap. if you expect robust smooth shadows then you better start getting savy in shaders and the stencil buffers plus get ready for a hit in fps.

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