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![]() ![]() Now that hardware shadow mapping support is relatively widely available, with its ease of use and high precision, there is very little call for the manual approach The 8 bit precision also means that many artifacts can appear on all but the smallest spotlight frusta. In my OpenGL Shadow Mapping demo on the projects page, shadow mapping at 8 bit precision is done manually for hardware which does not support the ARB_shadow extension.This is related to the bias, except that the test isn't binary anymore : the fragment gets darker and darker when its distance to the lit surface increases g that a fragment which is in the shadow, but near the light surface, is in fact somewhere in the middle.Home OpenGL shadow mapping Tutorial 16 : Shadow mapping - opengl-tutorial
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