The rendering of shadows in OpenGL - true or false?
A is integrated in the library and can be enabled with a single command.
B requires multiple rendering passes and a shadow map.
C uses a depth map created by rendering the scene from the light source position.
D uses ray-tracing and triangle-to-viewing-ray intersection
E is most efficient for static scene parts, if shadows are part of a texture
ok, i havent gotten that far in my SuperBible, so i am not aware of shadows yet, but i would love to be pre-prepared on this one
Help is super appreciated!