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vanessaemma #1
Realtime shadow mapping
Hi,
I went to a site [url]http://www.noisecrime.com/develop/techdemo/dmx.html[/url] and
saw an example that has realtime shadow mapping in a 3D scene. The creator
says "Realtime shadow mapping, from a directional light. The shadow map is
applied to geometry via a second texture layer".
Can anyone explain to me how this works? I would love to put some shadows
into my scene.
Max
vanessaemma Guest
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Agustín María Rodríguez #2
Re: Realtime shadow mapping
vanessaemma wrote:
Heh... PURE MATH!!! It´s not a SW3D feature. NoiseCrime prolly took> Hi,
>
> I went to a site [url]http://www.noisecrime.com/develop/techdemo/dmx.html[/url] and
> saw an example that has realtime shadow mapping in a 3D scene. The creator
> says "Realtime shadow mapping, from a directional light. The shadow map is
> applied to geometry via a second texture layer".
>
> Can anyone explain to me how this works? I would love to put some shadows
> into my scene.
that technique from FlipCode, GameDev and Gamasutra and translated it
to Lingo. Take into account that is a tech demo and it probably would
eat a lot of CPU resources.
HTH,
--
Agustín María Rodríguez | Interactive Director
Methanoia Studio | [url]http://www.methanoia.com[/url]
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[url]www.onwine.com.ar[/url] > samples & code
Agustín María Rodríguez Guest
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vanessaemma #3
Re: Realtime shadow mapping
Actually, what I need is much simpler than the Noisecrime version. In my
scene, I do not enable anti-aliasing until the mouse has stopped moving and
there has been no activity for a couple of seconds. I would love to do the
same with creating some shadows once there has been no activity for a couple
seconds. I have no need to create the shadows while activity is taking place.
Can someone help me understand how this works?
Thanks.
Max
vanessaemma Guest



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