Questions tagged [shadow-mapping]

Technique used to produce shadows in a 3D scene, by drawing objects to a texture or textures, and then mapping them onto a scene.

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Understanding generation of omnidirectional shadowmap

I'm currently learning about how to generate omnidirectional shadowmap for point light from the following resource: https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows The author is talking about layered rendering where instead of doing…
Jorayen
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Webgl - Rendering depth to texture returns gl.INVALID_FRAMEBUFFER_OPERATION in Safari

If you look at the following snippet in Safari (taken from https://webglfundamentals.org/webgl/lessons/webgl-shadows.html), you will notice it looks different than in other browsers, because the depth texture is always completely black: 'use…
cboe
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Varying shadow acne artifacts on different Android devices

I have a problem with the following shader function in my android opengl project: highp float calculateShadow(highp float cosTheta, highp vec4 shadowCoord) { highp float bias = 0.005 * sqrt ( 1.0f - cosTheta * cosTheta ) / cosTheta; bias =…
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Cascaded shadow map unexpected behavior

I'm implementing the Cascaded Shadow Map technique, I get unexpected result First I initialize the buffer and the textures: glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); glGenTextures(NUM_CASCADES, m_shadowMap); for (uint…
Mohamed Moussa
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Trouble rendering to multiple cube maps

I'm trying to implement shadow mapping to a scene with many light sources. I've successfully managed to render to a cube map and use the resulting texture to detect the shadows. However, when trying to make a second cube map texture, I lose my…
John Katsantas
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Why are shadowmapping shaders working backwards?

I'm studying shadowmapping shaders at the moment and one question that arises is why do we first shade surfaces(lambert/phong) and then map shadows onto them, as opposed to just additively lighting pixels up? That strikes me as the opposite of how…
BMC
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XCode 7.2.1 OpenGL Profiler: See Framebuffer contents

I'm currently attempting to use the OpenGL Profiler tool for XCode 7.2.1 to debug a non-functioning shadow map for an C/C++ OpenGL Application. As of yet, I can't seem to locate a feature that allows me to see the contents of a buffer (frame buffer…
mwPlouffe
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directx 11 omnidirectional shadow mapping shadow wrong projected

I code ommidirectional shadow mapping by c++ directx 11. I took algorithm from book: "HLSL Development Cookbook" by Doron Feinstein. But if my screen resolution and all dependences are different with resolution of shadow map, the shadows are in…
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shadowmapping and sampler2DShadow

I have been trying to implement shadowmapping in my terrain LOD program. I have spent quite some time researching different techniques and playing around with my code, but I just can't find my error, so it's time to ask the opengl gurus on stack…
Kyy13
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Problems with using a shadow map with deferred rendering Opengl 3.3

I am trying to implement simple shadow mapping for a project i am working on. I can render the depth texture to the screen so i know it's there, the problem is when I sample the shadow map with the shadow texture coordinates it seems as if the…
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Using color cubemaps for shadow mapping in OpenGL

I'm trying to make an omnidirectional shadow map (from a point light) in OpenGL. To avoid passing tons of matrices around and having to move in between world space and light space with a depth map, I thought I might be able to use a color texture…
Otto von Bisquick
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Striation in my shadows

I'm casting shadows across a screenspace texture based on the values in another texture. My "depth" texture, it's not really depth, just colour values that are sampled for heights, looks like this: We can say that the red channel is my heightmap. I…
NeomerArcana
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Why is my frag shader casting long shadows horizontally and short shadows vertically?

I have the following fragment shader: #version 330 layout(location=0) out vec4 frag_colour; in vec2 texelCoords; uniform sampler2D uTexture; // the color uniform sampler2D uTextureHeightmap; // the heightmap uniform float…
NeomerArcana
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OpenGL ES3 framebuffer generated is completely ignored

I create a framebuffer object to render scene as depth values to render shadow maps , after the scene initialized and all shaders compiled I add the directional light and create the FBO using this code: glGenFramebuffers(1,…
user8581488
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WebGL2 - Can I query a shadowmap cubemap with non world position?

I'm trying to implement shadow maps for point lights using Webgl2. To do so, I use a cubemap of depth buffers to which I render 6 axis aligned views from the light position. In the fragment shader I use to render lighting, I query this cubemap…
François Guthmann
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