-
Would be cool to had CSGO's lighting in here it would allow mappers to make good looking lighting on maps without resorting to expensive hacks using env_projectedtexture.
Example os CSGO CSM:
![im…
-
//创建帧缓冲对象
GLuint depthMapFBO;
glGenFramebuffers(1, &depthMapFBO);
//创建一个2D纹理,给帧缓冲的深度缓冲使用
const GLuint SHADOW_WIDTH = 1280, SHADOW_HEIGHT = 720;
GLuint depthMap;
glGenTexture(1, &depthMap);
gl…
-
@cansik : It could be pretty neat to have some shadows available :
https://forum.processing.org/two/discussion/12775/simple-shadow-mapping
:)
-
```
We need the following list of techs in graphics:
* soft shadow mapping
* bump mapping
* heightmap
* animated meshes
* particles, particle effects
Find out how they cooperate in plain OSG before i…
-
## Summary
When editing a prebuilt rule in the Advanced Settings tab, providing invalid values for the fields “Rule name override” and “Timestamp override” causes the fields to turn red, indicating …
-
title says it all
-
Hi Benny, I'm porting your 3DEngine to Java and accidentally bump into issue with texture creation.
In you Variance Shadow Mapping Implementation video you changed shadowMap internal format to GL_RG32…
-
A while back, I started working on this in the 3d branch - https://github.com/bryanedds/Nu/tree/3d
So far I've mostly just 3d-ified the Transform type and converted the 2d portion of the engine. Si…
-
It's currently not possible to define a custom Primitivize mapping for a class that implements Enumerable, the pre-set definition will take precedence.
-
Currently, the race detector runtime for Go assumes that the heap is contiguous and grows up. In particular, [`MapShadow`](https://github.com/llvm-mirror/compiler-rt/blob/5551897294887d632c71275cf11c5…