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Latest shadows Activity

buzzelliart
November 29, 2023 08:14 AM
OpenGL procedural terrain - triplanar texture mapping + normal mapping

Just a small demo of triplanar texture mapping + normal mapping in action over a procedurally generated surface.

To better show the effect, in this simple demo I used a brick texture over a very smooth terrain (generated using small values of "persistence").

Textures from:

. FreePBR.com

. Textures.com

C…

3,331 views
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How were shadow textures implemented in this 3D game from the 90s?

Thanks for the ideas everyone! 

@supervga and a-light-breeze, your note was actually RIGHT on the money - “glBlendFunc(GL_DST_COLOR, GL_ZERO)" gives the exact output I see in the original game, and I don't need to pre-process the texture to calculate alpha at all. That's amazing - I'll have to …

6,382 views

Aressera said: That's interesting. I have only used slope scaled bias on shadow map generation and have trouble completely removing acne, maybe I will try bias on the receiving end.

In my case I needed to make a decision on how to handle double-faced geometry for applying back-face-generated shadow …

4,734 views

I managed to get the back face shadow map generation working relatively easily…indeed, it does address the LOD transition shadowing issue. Of course, the shadowing itself is not working perfectly as I have various depth biases to (re)adjust/invert (I have different depth biases per shadow cascade t…

5,067 views

All what i can say is i had like 20 ifs in my shadow map code back then, because it was looking differently on every video cards. Sometimes, it looked a bit differently even after driver update... Especially with early radeon cards, which had less precisity of Z buffer than their nvidia counterpart…

5,770 views
DirectX9 projection problem

Hello, I have a problem in DX9: I am projecting objects with the LightProj matrix. 
 

View and projection


The problem is that my objects will be projected from (-infinity to +infinity). 
At the end, I'm setting the object projection texture SetTexture(projection) with
 SetTransform…

4,274 views
gregouar
September 11, 2020 03:06 PM
Approximated contact shadows from bent normals

Hi everyone,

Today I want to talk about rendering. Last time, I implemented some random dungeons generation. Since the map can get a bit labyrinthic, I wanted to find a way to help the players orientate themselves. So I decided to add torches that auto-ignite when you get close to them;

But it means…

8,862 views
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