I often see this effect in some racing game: there is a shadow on the road made by some building, tree…(probably using lightmap). The car move into the shadow and is darkened, then move out of the shadow and be lit. I do not think this effect is done by changing light source(or maybe I am wrong?) Anyone can give an idea about how to do it?
I’m not sure how they do it either, but I’d use a projected texture map.
OpenGL can automatically generate projected texcoords, so I’m guessing they use this feature to apply the shadowmap and multitexture with whatever’s already on the car.
if your racing game only has 1 light, i highly suggest using a shadow map.
or do lighting the way mark kilgard reccomends us do for 1 directional light…
fairly simple concept at it’s fundamentals, the hardest part is deriving the tangent
here’s some code to do it…
i’m thinking about doing a racing game thingy for fun, seems pretty good and place to up my physics abilities
baraff’s papers, need to print those out and spend a few hours with them
Do you know where I can some info about project texture? There are only some brief descirption about it in the redbook.
theres an example with the glut source