Ok, im trying to do shadows, dont want to do planar shadows, so i thought ide have a go at shadow mapping or stencil shadow volumes. Both i belive neeed to save the depth buffer data to a texture?
Anyway, i have been trying to do shadow mapping method, which as im sure you know, requires one pass to read the depth buffer to a texture? I apparently cannot do that, it would work so i enquired about why and got told it unfortunatly isnt working but he hopes to get it working. So…as i have done quite alot of work so far using lua and openGL i dont want to move away from it quite yet, so i wondered if there is another way of read the depth buffer to somwhere and as apposed to a texture in memory?
This is currently all being done in the standard pipeline. I have basic knowldge of shaders by which i mean, from what ive learnt on the forums, so per pixel lights ETC.
But as far as i know, the ay to do the same shadow mapping using shaders still requires the depth buffer to be saved to a texture to pass to the shader? So i dont think shaders can over come the problem, unless you kind knowledgable people know how and would like to explain