<div dir="ltr">Hi Sebastian,<div><br></div><div>I am not DR expert ( I am reading now some papers though ). Marcin Hajder or Wojtek Lewandowski for sure can answer this. Hope they will give you some insights. Sorry :-) ..</div><div><br></div><div>If my learning goes well, in few months I will revisit this topic ;-)</div><div><br></div><div>Nick</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Mon, Jun 8, 2015 at 9:03 PM, Sebastian Messerschmidt <span dir="ltr"><<a href="mailto:sebastian.messerschmidt@gmx.de" target="_blank">sebastian.messerschmidt@gmx.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div text="#000000" bgcolor="#FFFFFF">
<br>
<div>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<span class="HOEnZb"><font color="#888888"><br>
Sebastian <br>
</font></span></div><div><div class="h5">
<blockquote type="cite">
<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 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><font color="#888888"><br>
<br>
- Werner -<br>
</font></span></span> </div>
<br>
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</blockquote>
</div>
<br>
<br clear="all">
<div><br>
</div>
-- <br>
<div>trajce nikolov nick<br>
</div>
</div>
<br>
<fieldset></fieldset>
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<br></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature">trajce nikolov nick<br></div>
</div>