I need a tutorial on shadow mapping... or volume lighting in opengl ... :(
spider853 3 years ago
Yep, you're right. But these lights are spinning around, so depth map is constantly changing.
There were no cube depth maps yet btw.
scypior 3 years ago
Shadows are static, Depth CubeMap prerendered in starting program. You used Deffered Shading?
What about moving PointLights with shadows? ;)
Zuyko 3 years ago
Don't know what do you mean by 'shadows are static...'. Everything is dynamic.
Nope, it's not deferred, as in title - it's jsut shader that handles one light and geometry is being drawn for every light with additive blending.
Pointlights with shadows weren't implemented at that point.
If position of light doesnt changes, and casters in range of light doesnt moves, you dont need to render depth map in cubemap every frame, becouse it will be same the last frame :)
I need a tutorial on shadow mapping... or volume lighting in opengl ... :(
spider853 3 years ago
Yep, you're right. But these lights are spinning around, so depth map is constantly changing.
There were no cube depth maps yet btw.
scypior 3 years ago
Shadows are static, Depth CubeMap prerendered in starting program. You used Deffered Shading?
What about moving PointLights with shadows? ;)
Zuyko 3 years ago
Don't know what do you mean by 'shadows are static...'. Everything is dynamic.
Nope, it's not deferred, as in title - it's jsut shader that handles one light and geometry is being drawn for every light with additive blending.
Pointlights with shadows weren't implemented at that point.
scypior 3 years ago
If position of light doesnt changes, and casters in range of light doesnt moves, you dont need to render depth map in cubemap every frame, becouse it will be same the last frame :)
Zuyko 3 years ago