I don't have particular interest for Shadow Mapping. Just take it as a chance to learn rendering into framebuffer and multi-pass OpenGL rendering. You can notice in the video there is still shadow acne on the teapot.
1024x1024 depth texture that will be rendered in the first render pass.
Depth buffer of the static buffers(in gDEBugger).
The ground plane is rendered in the second render pass.
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