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Uploaded by on Feb 13, 2008

An implementation of the stencil shadow volume technique.

This is a little more complex demo, which required studying Blender Python OBJ importer,
NeHe's lesson 27 and some other docs about shadow volume technique.
Actually the demo is a merge of an OBJ loader and some code for real-time shadow generation using
the depth pass test (zpass).

http://encelo.netsons.org/programming/opengl

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Science & Technology

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Standard YouTube License

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Uploader Comments (encelo)

  • Cannot remember which Blender version precisely, it was three years ago.

    Have a look at release logs. ;-)

    By the way, my recent demos have a PLY importer, try integrating that one into this demo. :-)

  • It won't load any other models made in blender other than the two you have already supplied.

  • @superkellerman8D The demo is based on the old OBJ exporter which seems to be quite incompatible with the new one. :-)

  • Can it be implemented in real game with many polygons and details? becouse if i dont mistake the NeHe tutorial is about stencil projected shadows

  • Well, it's the same technique used in Id Tech 4 (Doom 3, Quake 4).

    But it seems that nowadays it's shadow mapping the winner technique for real-time shadow generation.

  • Is this for the Blender Game Engine?

  • No, this a plain C demo using OpenGL.

    Blender has been used only for objects creation, if you download the source you'll notice there is also a Suzanne model already exported and available for use in this demo.

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All Comments (7)

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  • @encelo what blender version?

  • If I may offer a suggestion- loop through each individual light and only stencil out that light source. This will give a different color for each shadow, and it is more realistic. More like doom 3.

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