Login    You have 0 item(s) in your Shopping Cart  

 
 
previous | up | next 
Shadow Mapping


 E-mail this product to a friend

Author:  DigiBen

Here is an introduction to shadow mapping.  Shadow mapping is a fast technique for shadowing the world with self shadowing of objects.  Basically, you render the light's view to a texture stored as depth values, then you compare those depth values with the camera view's depth values that are projected into the light's clip space.  Through just a quick check of distances between each value you can tell which part of the scene should have shadows and which part shouldn't.  This technique is used in professional games and the movie industry.  This technique is done using fixed-functionality.  The next tutorial does this same technique in GLSL.

Functions Used:  glViewport(), glMatrixMode(), glLoadIdentity(), gluPerspective(), glClear(), gluLookAt(), glBegin(), glEnd(), glLightfv(), glPushMatrix(), glPopMatrix(), glNormal(), glColorMask(), glGetFloatv(), gluPerspective(), glActiveTextureARB(), glMultiTexCoord2fARB(),  gluNewQuadric(), gluQuadricDrawStyle(), gluCylinder(), gluSphere(), gluDeleteQuadric(), glTexParameteri(), glTexGeni(), glTexGendv(), glLoadMatrixf(), glMultMatrixf(), glPolygonOffset(), glCopyTexSubImage2D()


 
 
 


 Purchase Product
 C Tutorials
 C++ Tutorials
 C# Tutorials
 Java Tutorials
 Win32 Tutorials
 Direct3D Tutorials
 OpenGL Tutorials
 Recent Tutorials
 Free Tutorials



Get All 350+ Tutorials Now!


                                                              Main  |  FAQ  |  Terms of Use  |  Links Contacts Forums