shadows
Iam gonna implement a shadow system in my engine.
What method do u think i should use?
Shadow volumes, or shadow maps?
Shadow is hardware supported in Geforce 3, but only works for spotlights.
Stencil shadows requires to determine the volume which is hard for complex geometry.
Really need some help on which metod is best?
Here''re some links :
http://developer.nvidia.com/view.asp?IO=ogl_shadowmap
http://developer.nvidia.com/view.asp?IO=gdc2001_shadows
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Leyder Dylan
http://ibelgique.ifrance.com/Slug-Production/
http://developer.nvidia.com/view.asp?IO=ogl_shadowmap
http://developer.nvidia.com/view.asp?IO=gdc2001_shadows
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Leyder Dylan
http://ibelgique.ifrance.com/Slug-Production/
Does anyone have a demo of shadowing that doesn''t need a GF3, but would be practicle (speed wise) for games?
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