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Thread: Fast and easy soft shadow-mapping

  1. #1
    Member Newbie
    Join Date
    Jan 2009
    Posts
    41

    Fast and easy soft shadow-mapping

    Hi,

    I was searching for soft shadow-mapping here and over the net. But I did not find something easy or fast enough for me. The most interresting thing I found is at this link:

    http://www.gamedev.net/reference/art...rticle2193.asp

    But it is under Directx and I really don't know how to blur in OpenGL, and I even don't know if it will be fast enough or if it will be good enough. I mean for closed or far shadows or for little or big objects, simple or complicated ones.

    The current shadow-mapping I have is quite good, the shadow limits are also quite soft for long walls. But as soon as the geometry is small and complexe everything becomes a bit uggly.

    I really hope to get good advices.

  2. #2
    Senior Member OpenGL Pro
    Join Date
    Sep 2004
    Location
    Prombaatu
    Posts
    1,386

    Re: Fast and easy soft shadow-mapping

    "fast, pretty and easy" is a contradiction in terms

    Great rundown of the prevailing techniques here

    http://developer.download.nvidia.com...dowMapping.pdf

    P.S. You can always use Cg/CgFX as a bridge from DX to the GL world. HLSL/FX files seem to compile pretty much as is, while your current GL plumbing (buffers, textures, render targets, etc.) remains in tact. It's one way to flatten the learning curve, anyway.


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