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    <div class="moz-cite-prefix">Hi Nick,<br>
      <br>
      I failed to use the default Shadow-Mapping techniques in a
      deferred rendering context. I never fully understood how to
      "split" the shadow-map generation into later binding the resulting
      texture to my actual lighting/shadowmapping part. <br>
      Any insights on this?<br>
      Basically I've got multiple passes, one of which should create the
      shadowmap(s) and another others which need access to the resulting
      textures and states (in terms of an unifom for the matrix)<br>
      <br>
      <br>
      Cheers<br>
      Sebastian <br>
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    <blockquote
cite="mid:CAO-+zi=NxThJWX71qPg=Mo=yxxsS63X9AQFLS-GnxEoCo5-omg@mail.gmail.com"
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      <div dir="ltr">Hi Werner,
        <div><br>
        </div>
        <div>I am doing the same and using the LightSpacePerspective
          shadow techinque. In your program you have to set your vertex
          and fragment shaders as well, and it will be picked up
          correctly if you set the masks for receiving/cast shadows ....
          So it should work. As long as they are part of the top
          ShadowedScene</div>
        <div><br>
        </div>
        <div>Nick</div>
        <div><br>
        </div>
        <div><br>
        </div>
        <div>Nick</div>
      </div>
      <div class="gmail_extra"><br>
        <div class="gmail_quote">On Fri, May 29, 2015 at 5:56 PM, Werner
          Modenbach <span dir="ltr"><<a moz-do-not-send="true"
              href="mailto:Werner.Modenbach@texion.eu" target="_blank">Werner.Modenbach@texion.eu</a>></span>
          wrote:<br>
          <blockquote class="gmail_quote" style="margin:0 0 0
            .8ex;border-left:1px #ccc solid;padding-left:1ex">
            <div bgcolor="#FFFFFF" text="#000000"> Hi all,<br>
              <br>
              My scene contains many objects, which are created by
              geometry shaders.<br>
              So no vertices are created outside the graphics card for
              those objects.<br>
              So I use <br>
                  state-><span style="color:#000000">setUseVertexAttributeAliasing(true)<br>
                and<br>
                    state-></span><span style="color:#000000">setUseModelViewAndProjectionUniforms(true)<br>
                <br>
                Is it possible using a shadow technique in this case? If
                I'm right the shadow technique installs it's own
                shaders.<br>
                <br>
                Thanks for any hint.<span class="HOEnZb"><font
                    color="#888888"><br>
                    <br>
                    - Werner -<br>
                  </font></span></span> </div>
            <br>
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        -- <br>
        <div class="gmail_signature">trajce nikolov nick<br>
        </div>
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