The shadow volumes still render incorrectly (there is still a small shadow floating out there, besides the shadow casted), and i've been wondering 2 things.
Do you cap the shadow volume correctly, or do you cap it at all? I don't understand very well that part of the code (i rather the shadow maps) but as far as i can see, the shadow volume generation creates an extruded volume out of all the triangles of a mesh, but the behavior of the stencil buffer makes it that when some polygons are rendered well, others are inverted, a sort of XOR operation with the polygons that have the normals inverted. Could that be why the stencil shadows still have that small flaw and appears a small silouette floatoing out of nowhere? Just wondering.
With regard to the shadow volumes.
With regard to the shadow volumes.
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Re: With regard to the shadow volumes.
I'm also still puzzled with the stencil shadow generation. But the generation should be largely correct. Only the sillhouette edges are used for extrusion. Capping happens where necessary. You should also look into SVN/trunk, because that's where the changes are developed. Some things are not yet commited, though, and some things are simply not yet working at all.