Quick question, I have shadow mapping working fine. But I decided to make my projection matrix for the light orhto. Of course my light didnt scale smaller or bigger as the light moves back and forth. But I noticed that I lost my shadows.
My question is that if I dont have my prespective projection in does that mess up my R compare in the GL_TEXTURE_COMPARE_FUNC_ARB. Something to do with the r/q? Perspective projection always throws my brain for a loop:)
Any help would be fantastic. I’d like to know if Im on the right track.
My question is that if I dont have my prespective projection in does that mess up my R compare in the GL_TEXTURE_COMPARE_FUNC_ARB.
o perspective orthogonal, its all the same dif, both genrerate depth values, the only dif typically is with perspective things appear smaller the larger that depth value is
I cant seem to figure out why changing my projection to orthonormal would cause my shadowmap shadows not to work
most likely cause either
A/ the shadowcasters are not in the frustum
B/ the shadow recievers are not in frustum
C/ both A+B
the best way to see this is to draw the ortho projection frsutum onscreen to see which area is inside the shadow frustum
Yea I am. I got a teapot and a ground and the projected texture (the lights color texture) projects through and no shadow happens. It seems like the compare doesnt work in orhto mode. I don’t know what would be the cause of it. I switch back to perspective projection and its fine.
Originally posted by dorbie: Zed, receivers don’t need to be in the shadow rendering. In fact this can help reduce artifacts.
true for shadowcast, i was talking about the pass when u draw the shadows ‘into’ the scene (then again i might just be overcomplicating things )anyways the best way is like i said
to draw the ortho projection frsutum onscreen