• Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

112 Neutral

About durmieu

  • Rank
  1. ARB_shadow_ambient alternative

    Well, I can't get it to work right, it's to difficult for me. The game has been evolving well until i tried to get shadows for it, and that was about two months ago. Since then I have nothing new. Even if I got the shadows soft and transparent I will still have bias and aliasing problems. I give up. I will try with shadow volumes, maybe one day. Thank you anyway.
  2. I have shadows working on my game using shadow maps. The problem is, the shadow are completly blank. I have the level textures on GL_TEXTURE0 and the shadow map on GL_TEXTURE1. I've been trying to use diferent texture blendings to get transparent shadows but can not get the right solution for this. I've read that with ARB_shadow_ambient you can get the desired effect, a depth fail that generates values between 0 and 1 (for example 0.5); Nvidia doesn't support ARB_shadow_ambient. Since a have a nvidia card, is there any other way to achieve this effect?;
  3. I'm trying to get the following blend of textures in my game, but can not get to the right formula for it. What I'm looking for is a way to darken the first texture with the second one only some percentage like: + = [help] how could I achieve this effect so I could select the amount of blend on the fly? thank you. [Edited by - durmieu on August 27, 2006 4:01:22 AM]
  4. OpenGL Blending Multiple Textures

    woooo!!! thank you very much, this was exatly what I was looking for. you made my day Bu! Durmieu
  5. FBO dirty shadow map problem

    the only thing that helps is drawing a big quad facing down under the scene. dont understand why.
  6. I'm trying to add shadow mapping to my game. To get a higher resolution shadow map, I started using a frame buffer object. But since I did that, I get strange results; the shadows projected to the floor, stays there even when the car goes away and clears only every 1 or 2 seconds. This doesn't happen if the car is on top of a ramp, for example. Its very weird... any ideas why this happens? Here a sceenshot (without textures) //---------blablabla glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, shadow_map_fb); glViewport(0, 0, shadowMapSize, shadowMapSize); glClear (GL_DEPTH_BUFFER_BIT); draw_cocheworld(); //draw the shadow map glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); //---------blablabla
  7. I'm having actualy the same problem as you. As far as I know, what we need to do is render offscreen to a pbuffer or a frame buffer object (fbo). The only problem is... I still don't know how to do that. Ill try to find out soon. try here: http://www.codesampler.com/oglsrc/oglsrc_14.htm Good luck.
  8. My shadow mapping is very ugly.

    well, I dont use any shaders, just simple shadow mapping, this is the first time a try to do something like this. The "soft" shadows are due to glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); and glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); when I created the texture.
  9. My shadow mapping is very ugly.

    I wish I could have a bigger shadow map. But, if I am not mistaken, for getting bigger shadow maps than the size of the screen you need to render the shadow map to an off screen buffer, I have no idea how to do that so far, but will read more. I have been reading about playing with "bias" to solve some artifacts, but have no clue on how to do that.
  10. Hi, For the last month I've been trying to implement shadow mapping for my game. The problem is I get results that hurt my eyes. See image -> http://durmieu.sdf-eu.org/files/yeppa.jpg One of the problems is that when the vertical sides of the car swing a bit to the side (in a turn for example )I get big black lines over them. agggg I have a 512x512 shadow map that covers the entire scene from the sun's point of view, from the top down and set with glOrtho. after rendering the shadow map y render the scene from the camera point of view and after y draw a third pass with the shadow map texture to calculate an draw the shadows. Another problem I have is that all my objects were compiled as display lists with texture changes and everything inside. so if I tried to do the the third pass with glBindTexture(GL_TEXTURE_2D, shadow_map_texture); the first display list would change that texture. So no display lists. Hmmm... is multitexturing maybe the solution. And do you think should be the next step to get rid of this anoying self shadowing/aliasing/whatever effects? How can I get transparent shadows? Only managed to get black or white ones. Thanks.
  11. 3D Model Loader

    obj because is simple, I found very useful code for the obj loader here: http://www.gamedev.net/community/forums/topic.asp?topic_id=312335 Bu! Durmieu
  • Advertisement