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0 votes
1 answer
30 views

About possibly using Depthstencil 2D array in multiplerendertarget mode

I'm rendering in forward mode my scene with its depth buffer and because I'm using animated characters I'm plannig to find a way to use multiple rendertargets to do the directional shadow pass at the ...
philB's user avatar
  • 139
0 votes
3 answers
3k views

OpenGL ES 2.0 Shadow Mapping - depth only FBO not working due to GL_FRAMEBUFFER_INCOMPLETE_ATTACHMEN

I am trying to add simple shadow mapping to my friends gles 2.0 app. It is based on gles 2.0 and PowerVR SDK. The problem I encounter is that FBO is not valid due to ...
Kacper Kleczewski's user avatar
1 vote
1 answer
867 views

How do I write to a 16-bit depth buffer using Monogame and HLSL?

I'm working on shadow mapping. Part of the implementation involves drawing 3D models to a depth buffer with recommended 16-bit depth. To that end, I'm first creating a render target as follows: ...
Grimelios's user avatar
  • 579
5 votes
0 answers
1k views

OpenGL Depth Cubemap with Geometry Shader Not Rendering Correctly

I was having some trouble with cubemaps in OpenGL, and was hoping to get some help. I've been following a tutorial about point light shadow mapping using cubemaps, where a geometry shader is used to ...
kingsapo's user avatar
5 votes
1 answer
6k views

unity 5 how to get a shadowmap

I'm writing a custom shader in unity 5 that requires a shadowmap (not just for drawing shadows but also for different computations involving scattering particles through fog). Does anybody know how to ...
Thijser's user avatar
  • 965
3 votes
1 answer
710 views

Shadow mapping. I don't understand what to do after creating the depth texture

I'm taking an intro to computer graphics course, so this is something we haven't touched on. I am reading this tutorial http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-...
Deniz Cetinalp's user avatar
2 votes
1 answer
1k views

Depth texture white in shader

I am trying to implement shadow mapping into my project and am stuck at this problem: If I'm reading the shadow map values with glReadPixels and linearize those ...
RenX's user avatar
  • 707
2 votes
2 answers
4k views

Use depth bias for shadows in deferred shading

We are building a deferred shading engine and we have a problem with shadows. To add shadows we use two maps: the first one stores the depth of the scene captured by the player's camera and the ...
cubrman's user avatar
  • 1,551
10 votes
4 answers
5k views

Shadow Mapping and Transparent Quads

Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As ...
CiscoIPPhone's user avatar
  • 5,268