All Questions
Tagged with depth-buffer shadows
9
questions
1
vote
0
answers
326
views
Improving Shadow
I need to improve the shadows in my scene. At a first look they don't look too bad:
They look awful when the camera gets closer to them, showing weird artifacts.
I would like to know what are the ...
1
vote
1
answer
867
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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:
...
5
votes
1
answer
6k
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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 ...
3
votes
1
answer
710
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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-...
2
votes
1
answer
1k
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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 ...
0
votes
1
answer
2k
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Creating a 2D texture array for depth view
Following my question here, I decided to create an 2D texture array for all of my depth screen texture so that I can use them for shadows for all my lights.
I'm having an issue setting it up, I'm ...
0
votes
2
answers
2k
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GLSL light coloring blocked surfaces
I have created a very simple lighting shader. It currently only supports point lights, but it lights up surfaces that are completely blocked from the light. I know why, but I want to know how I can ...
1
vote
1
answer
2k
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Early Z culling - Ogre
For Ogre experienced people, but also experts in the field:
Early Z culling is sometimes quite desirable, and that's what I tried to do in Ogre by using a two pass material. The first one is writing ...
10
votes
4
answers
5k
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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 ...