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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How to use biasing with cubemap shadows

So, I have yet another problem with shadow mapping. I'm trying to implement point lights with cubemap shadows, and almost have it working. I'm rendering the shadows into a cubemap of type DEPTH_COMPONENT16. I do 6 passes, using exactly the same…
Jagoly
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OpenGL shadow mapping with deferred rendering, position transformation

I am using deferred rendering where i store the eye space position in a texture accordingly: vertex: gl_Position = vec4(vertex_position, 1.0); geometry: vertexOut.position = vec3(viewMatrix * modelMatrix *…
splush
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directional light view/projection matrix

I'm having difficulties implementing shadow mapping for a directional light. I don't know how to setup the matrixes correctly... I want the shadows to appear from the upper top left (as cast by the sun). All I've got is the following code to…
OoS
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Layered rendering into cubemap

I’m trying to compute shadows with cubemaps. To generate those, I use layered rendering so that I produce the cubemaps in a single pass. I’d love to attach some code, but it’s full Haskell with my own engine, not sure it’s a good idea. However, this…
phaazon
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OPENGL Texture2D manipulation directly/indirectly

Following this tutorial, I am performing shadow mapping on a 3D scene. Now I want to manipulate the raw texel data of shadowMapTexture (see the excerpt below) before applying this using ARB extensions //Textures GLuint shadowMapTexture; …
user4085386
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Dynamically turn on/off antialiasing and shadows in WebGLRenderer

How can I dynamically turn on and off antialiasing and shadows in WebGLRenderer? Simply changing the properties of anti-aliasing and shadowMapEnable does not work. I looked in the source and found a method updateShadowMap () but it was removed in…
Ni55aN
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multiple lights shadows mapping

the problem is that i pass few lights to the shader but it showing shadow only for the first one. the lighting applied also for the lights that their shadows are not seen. i checked the shadow maps and they being passed correctly. the fragment…
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Open GL ES object not appearing in shadow map?

This is driving me nuts! I've not done much with OpenGL before, so any pointers appreciated. Can anyone tell me any reason why some of my objects appear in my shadow map, and others don't? I have 2 object I am rendering; southernHemisphere and…
markt
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OpenGL scene rendering as black with shadow mapping

I am trying to implement shadow mapping in my OpenGL engine using this tutorial : http://www.fabiensanglard.net/shadowmapping/index.php I don't have any problems while making the shadow map (i think ). But using it the scene is totally…
Cloyz
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Normalized depth buffer writes in opengl

Im doing shadowmapping for directional lights, and the standard depth bias matrix doesnt give the same results on diffirent hardware. After some debugging, I'm pretty sure that some gpu-s write to the depth buffer normalized values [0, 1] and some…
user2358915
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PCF and grazing light aka projective aliasing

I am currently implementing and modifing some alternative biasing solutions for shadow mapping. And I am of course combining them with different techniques for soft shadows. And I am having some problems with the PCF. I am shadowing the backfaces of…
nurgan
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Model's shadow rotating with model

In my scene, I have a few models rendered under a directional light. I currently have one of the models rotating on it's own axis and translating, but the problem I'm running into is that the shadow on that model is not being projected properly.…
user868935
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OpenGL shadow mapping, frame buffer with multiple glDrawElements

I have a scene that consists of a lot of objects, and when I'm rendering them I iterate through all items that are in the scene and call glDrawElements on them. This works fine. However, now I'm implementing shadow mapping to the scene, and I am…
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Shadow Mapping is not projected correctly

I'm having troubles with the implementation of shadow mapping in my OpenGL graphic engine. At first stage, I render the shadow map into a frame buffer object (with a depth texture attached to it) from the light point of view: Vector3f lightPosition…
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shadowcubemap checkered patterns- glsl texture() on samplerCubeShadow ignoring 4th component of vector

I'm trying to write the functionality for point-light shadowing. I got spotlight shadowing working first, but then when I switched to point light shadowing (by using a cube map, rendering depth from 6 POV's, etc...) I'm now getting a checkered…
Phildo
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