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Best way to do shadows in opengl

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#1 ic0de   Members   

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Posted 12 December 2011 - 08:30 PM

It would appear that there are many ways to do shadows in OpenGL, how do most games do shadows?

I'm looking for a way to do them using GLSL for multiple light sources preferably not using FBOs (I will use them if I have to).

What do you think is the best way to do shadows?
Currently working on new DOS game, Chuck Jones: Space Cop of the Future, Check out my Dev Blog
 

you know you program too much when you start ending sentences with semicolons;


#2 Vortez   Members   

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Posted 12 December 2011 - 09:50 PM

Well i can think of 2 atm, shadow mapping and volumetric. Shadow mapping is simpler and fastest than the other one, but work only on a single plane, while volumetric work well for more complex scene, but are more hard to make. They may be more of course.

http://en.wikipedia..../Shadow_mapping
http://en.wikipedia....i/Shadow_volume

Nehe had some good tutorial on them.

#3 ic0de   Members   

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Posted 12 December 2011 - 09:56 PM

Well i can think of 2 atm, shadow mapping and volumetric. Shadow mapping is simpler and fastest than the other one, but work only on a single plane, while volumetric work well for more complex scene, but are more hard to make. They may be more of course.

http://en.wikipedia..../Shadow_mapping
http://en.wikipedia....i/Shadow_volume

Nehe had some good tutorial on them.


I think shadow volumes would be more practical in this case, thanks.Posted Image



Currently working on new DOS game, Chuck Jones: Space Cop of the Future, Check out my Dev Blog
 

you know you program too much when you start ending sentences with semicolons;





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