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Problem: z-fighting with carmack's reverse !

Started by August 01, 2003 10:09 AM
15 comments, last by stryx 21 years, 6 months ago
stryx, could you please explain me how does this work?
if you have any link for tutorials or similar could you post them please?

tnx



There aren''''t problems that can''''t be solved with a gun...
There aren''t problems that can''t be solved with a gun...
Read this and all things cited in it.


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NeHe has a tutorial about it.
Check out http://nehe.gamedev.net
The only "difference" between the NeHe method and Carmack''s Reversed is that u build the shadowvolume by extrudeing the vertexes to get the shadowvolume... so you don''t have to find the silouette.
I don''t know if the NeHe algorithm works if the view is in the Shadow.
Read the Gamedev article and you''ll know whats the difference between all the methods of doing Stencil Shadows.
greets.
stryx
(well. nvidia has a nice article too with demo and sourcecode.)
(something like "Robust Shadow Volumes")
Anything that requires finding convex hulls in realtime isstarting to sound like a bad idea. -- John Carmack
quote:
Original post by stryx
The only "difference" between the NeHe method and Carmack''s Reversed is that u build the shadowvolume by extrudeing the vertexes to get the shadowvolume... so you don''t have to find the silouette.



There is more than one difference between them, and what you mentioned certainally isnt it. If youre doing that, youre doing something very wrong indeed.

You still have to find the silhouette with carmacks reverse... the differences are the stencil ops used, and that you cap both the front and back of the shadow volume.
-----------------------"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else's drivers, I assume it is their fault" - John Carmack
Yup Maximus, you''re right.
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glDisable(GL_DEPTH_TEST);
and Maybe glEnable(GL_BLEND);

Bobby
Game Core

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