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Shadow Mapping   

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()


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