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New raytraced shadows demo
Monday, August 30, 2004 | Permalink

Another demo to waste your precious time on.
Kicking around those balls, oh man, that's hours of fun!

Enjoy!

2004-08-31: The demo should now work properly on nVidia cards too.

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sqrt[-1]
Wednesday, September 1, 2004

what was going wrong to prevent nvidia cards from working? All I can see is the addition of a glColor when rendering the light sprite. How did this affect the shadow render?

MesserFuerFrauSchmid
Wednesday, September 1, 2004

@Humus not quite right you can try to approximate more complex models by spheres (something similair to QSplats) but you definitely would need some sort of acceleration structure like Octree, BSP, Grid or BVHs. But I guess speed would still suffer. But rasterization graphics hardware is just not designed for raytracing (when will people ever learn)

Humus
Wednesday, September 1, 2004

sqrt[-1],
the glColor fix was for the missing light source. Nvidia aliases generic vertex attributes with conventional attributes (contrary to the spec's requirement of no aliasing), so that made the binormal overwrite the primary color. For the missing shadows, it was a bug in my framework that made it choose a pixel format with no alpha.

Wester547
Wednesday, September 1, 2004

I don't think it's bump mapping or parallax mapping.....if I had to guess I'd say it's normal mapping w/raytraced real-time soft shadows.

Wester547
Wednesday, September 1, 2004

I don't think it's bump mapping or parallax mapping.....if I had to guess I'd say it's normal mapping w/raytraced real-time soft shadows.

Wester547
Wednesday, September 1, 2004

Whoops, double posted, sorry.

Humus
Friday, September 3, 2004

Now it's triple.
Yeah, there's no parallax mapping in this demo. Just plain old normal mapping.

Joern
Friday, September 3, 2004

From where can i download GLSL? There is an error if i try to start it!?


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