Closed aod6060 closed 9 years ago
Here some links for shadow mapping tutorials. http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
For the directional lights I've decided to use Cascaded shadow mapping 1024x1024x4. For point lights because they are really expencive to do I'm either going to do no shadow mapping for now or do simple shadow mapping using a cubemap 6x128x128. For spotlights I'm going to probably use CSM however with less slits 1024x1024x3
I've took a few day off from working. Today I've got started working on the shadowing system. This is going to require the use of opengl framebuffers. Framebuffers allows for a very nice way to render to a texture. This is very useful for a number of effects such as postprocessing, shadow mapping, etc. This is the first step to creating the shadow system and postprocessing system.
I started working on the actual shadowing. Right now I'm just doing directional lighting. There are problems with it however I'll fix them over time. Here is some picture of the result at the moment.
I've started working on Cascaded shadow mapping. I mest up with it however I have a better idea of how to implement it now :)
I'm going to pause this until I get an idea of the game play I want.
This is a new feature for the render. After I get done with the lighting and material system I'm going to work on a shadowing mapping system. I'm not real sure what type of shadowing I want to do just yet but I'll figure out along the way.