Monday, 1 September 2008

Work in progress

The answer to the previous question was: "it does work". I don't know how the framework I'm working on exactly works, but it does strange things with depth buffer.

It seems I'm at a good point. Shadow mapping consists in three steps (two, if the video cards supports the GL_ARB_shadow_ambient extension):
  1. depth buffer acquisition from light's point of view
  2. a "dim light" rendering from camera's point of view
  3. full light rendering w/ shadow map depths comparison
Screenshots prove that everything seems to works correctly.

New question is: why doesn't the shadow map show up..? ^^"