Skip to main content

All Questions

Filter by
Sorted by
Tagged with
0 votes
1 answer
215 views

Using cubemap in view space for shadowing in deferred rendering

I want to render shadows for point lights with a cubemap. My shader uses view space for lighting (directional and point). So I convert ligthposW/lightfocusW in world space to ligthposV/lightfocusV in ...
philB's user avatar
  • 231
0 votes
1 answer
1k views

Deferred shadow mapping

Question: What am i doing wrong in the CalcShadowFactor method? It looks like the depth check is not working correctly. Body: I'm using deferred rendering in my engine and i have generated the ...
Haruko's user avatar
  • 368
4 votes
0 answers
953 views

Shadow mapping - Can't get the right texture coordinates

I'm trying to implement shadow maps for Spotlight's, but alas I can't get them to work. I have verified that my fragment shader is getting the shadow map texture. I can sample from it in the ...
Yattabyte's user avatar
  • 1,043
1 vote
2 answers
116 views

Rendering order of shadowing point lights?

I'm implementing shadow mapping in my deferred rendering engine. I've got spot lights working, and now I'm working on point lights. Currently, I do it like this: ...
manabreak's user avatar
  • 1,068
0 votes
1 answer
567 views

Backface culling without light leaking through

I want to be able to see through walls, so to do this I used planes for the walls, and enabled backface culling. However with shadow mapping I have a lot of light leaking through: I read that using a ...
Deniz Cetinalp's user avatar
3 votes
1 answer
775 views

Shadow mapping. I don't understand what to do after creating the depth texture

I'm taking an intro to computer graphics course, so this is something we haven't touched on. I am reading this tutorial http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-...
Deniz Cetinalp's user avatar
8 votes
1 answer
1k views

Variance shadow maps don't want to render properly

I've implemented VSM (and also ESM) in my engine but results are for me not as I expected and saw in many examples published on network. I set filtering of shadow maps to GL_LINEAR but when I compare ...
Harry's user avatar
  • 690
2 votes
1 answer
2k views

Shadow mapping with deffered shading for directional lights - shadow map projection problem

I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve ...
Harry's user avatar
  • 690
2 votes
1 answer
888 views

How to transform a shadow map to camera view?

I'm making a rendering engine as a hobby to learn more about 3D. I have a deferred renderer with the G-buffer (color, normal and depth). I also have a lighting controller that uses only spotlights at ...
manabreak's user avatar
  • 1,068
4 votes
1 answer
1k views

Deferred rendering with VSM - Scaling light depth loses moments

I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. ...
user1423893's user avatar
16 votes
2 answers
18k views

Shadows in deferred rendering

I've read some material about deferred rendering, and I think I get the gist of it. But what I don't understand is how it accomplishes shadows. The G-buffer, as far as I'm aware, does not involve ...
DeadMG's user avatar
  • 5,538
10 votes
2 answers
2k views

Dual paraboloid point light shadows in deferred lighting setup

I've been playing around with this tutorial/sample code that demonstrates a simple implementation of light-pre-pass, which is a type of deferred lighting setup. I'm in the process of implementing ...
Olhovsky's user avatar
  • 3,519