[osg-users] Idea about shadows
Werner Modenbach
Werner.Modenbach at texion.eu
Wed Sep 6 01:53:31 PDT 2017
Hi all,
today I come over with an idea about avoiding an additional render pass
for creating shadows.
I highly appreciate any comments and maybe hints before I start with a
trial implementation.
I use deferred shading and my scene gets rendered in a prerender pass in
order to get
i.e. a depth map for various effects like ambient occlusion.
I'd also like calculating shadows. The usual approach is adding an
additional render pass
with a camera located at the light position. This gives the depth
texture from the light point.
In the final shading pass, done from the final camera position, I need
a matrix for calculating
the actual positions depth from light point and compare it with the
shadow maps depth.
So I think I could do some comparable calculation in my prerender pass
and create a shadow map
manually without having the shadowmap prerender pass even when the
actual camera position
isn't at light position. This would be a very welcome speedup.
Maybe I'm misleaded. So please kindly comment.
Thank you
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