openGL shadows

category: general [glöplog]

there are a lot of techniques to implement shadows in openGL (volume shadows, shadow maps, approximate shadwos, ...)

which one is easy and short to implement?
and maybe anyone got a code sample for me? :)

added on the 2004-10-31 00:34:43 by zatom zatom
Ack, use flipcode or something =)
added on the 2004-10-31 02:48:32 by Nezbie Nezbie
get hold of john carmacks quakecon speech videos, he talks alot about the pros and cons of different gl shadowing techniques.
added on the 2004-10-31 02:08:04 by Bagpuss Bagpuss
added on the 2004-10-31 06:30:57 by SiW SiW
well, i thought you guys have some opinions too. ;)

thanks anways. :)
added on the 2004-10-31 18:14:31 by zatom zatom
It would be interesting indeed. Anyone? :)
added on the 2004-10-31 18:18:57 by keops keops
opinions I mean, not sourcecode :)
added on the 2004-10-31 18:19:39 by keops keops
Why would you want to use shadows in a demo? I think they are only good for 3d fly-bys - and we all know how dreadful these are. Safe yourself some time, forget shadows, concentrate on more abstract objects.
added on the 2004-10-31 18:23:07 by Stelthzje Stelthzje
as long as it serves design purposes, it's potentially interesting.

or even just for curiosity's sake :)
added on the 2004-10-31 18:31:26 by keops keops
this may sound surprising, but its nor for a demo. ;)
added on the 2004-10-31 18:39:40 by zatom zatom
if it's not for a demo, that is very surprising. all other threads are purely about demos, demos and demos only.

have you no shame!
added on the 2004-10-31 18:43:47 by Shifter Shifter
some real raunchy softshadows would be nice to see
added on the 2004-10-31 21:55:36 by loaderror loaderror
stelthz: abstract objects don't have shadows?
added on the 2004-10-31 22:41:36 by violator violator
stelthz: wow, you really have -no clue-, do you?
added on the 2004-10-31 22:43:21 by gloom gloom
abstract objects are usually envmapped and rotate slowly, like in most 64k intros. They dont have nor cast shadows ;)
added on the 2004-10-31 22:54:45 by keops keops
Dude, looks like i pushed some buttons there, eh?

Keops understands.
added on the 2004-10-31 23:42:37 by Stelthzje Stelthzje
so how were the shadows made in these two demos?
added on the 2004-10-31 23:45:58 by zatom zatom
added on the 2004-11-01 00:01:37 by Scali Scali
My opinion: shadow volumes :-).

Except if you plan to use some high resolution shadow maps where you can do some nice stuff with the zbuffer values and get a nice soft shadow... but thats definitelly not applicable for a demo since most people here will thumb down it if they cant run it in their PC because of their PCs suckyness.
added on the 2004-11-01 14:48:03 by BadSector BadSector
3dmark2005 has nice shadowmaps

Ok it requires an überexpensive card, I stfu :)
added on the 2004-11-01 15:25:19 by keops keops
ok, so does anyone know of a short simple implementation of shadow maps or a tutorial?
added on the 2004-11-01 21:27:50 by zatom zatom
Search the NVIDIA website, plenty of papers and sourcecode about shadowmaps and other shadowing methods.
ATi also has one or two examples with shadowmaps.
added on the 2004-11-01 22:16:08 by Scali Scali
I would go for shadow volumes unless you're pushing a LOT of geometry, in which case the overhead might be too much. With shadowmaps, it's often quite hard to get them looking good in general cases.. although I suppose for a demo you can get things working well just for a particular scene.
added on the 2004-11-02 02:17:30 by SiW SiW
ok, shadow volumes sound very neat.
so do you know of a short simple implementation or a tutorial? =)
added on the 2004-11-02 12:03:22 by zatom zatom