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Re: [pygame] shadow demo



hehe, yeah.
or
glEnable(GL_JUST_WORK);

I think if you place lights in certain places the shadows can look
nice.  So for some uses it is pretty cool, and I guess it is fairly
simple to code, and works fairly fast :)


On Sat, Mar 15, 2008 at 8:46 AM, Ian Mallett <geometrian@xxxxxxxxx> wrote:
>
> On Thu, Mar 13, 2008 at 5:27 PM, René Dudfield <renesd@xxxxxxxxx> wrote:
> > I found out that the glutTeapot actually has a bug (mentioned on the
> > man page)!  The polygons are wound backwards to how opengl does it by
> > default.  So disabling the culling is only needed for the teapot.
> >
> > Does that fix it for the terrain?
> >
> > http://rene.f0o.com/~rene/stuff/shadows_rd.zip
> I assume that this link has the changes you mentioned.  Sorry, but it
> doesn't work either.
>
> >
> > Notice how when the shadows grow long they are really blocky?  That's
> > the main problem with the shadow mapping technique, that higher res
> > shadow maps will help with... but will never really solve completely.
> > Still they are pretty quick, and easy to use :)
> I like shadows.  Now, if there were only a nice quick way to do them easily.
> Like:
> glEnable(GL_SHADOW, GL_SOFT, 1024)
> > Also have a look with the wire frame tea pot :)  it shows lots of gaps
> > in the shadow.  Not a very good tea pot... it would never work for
> > making tea - too many holes.
> >
> I noticed that, it was kind of cool, but as you say, produced a blocky
> shadow.
> Ian