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shadows and opengl (Read 3596 times)
shadows and opengl
Sep 14th, 2008, 5:06pm
 
hi!
well.. shadows with processing; I've almost finished designing an app with a pretty complex scene, and so far I've figured out the geometry, dynamic lightning, fog, camera movement/positioning, real-time physics and sound effects on interactions.. and i bet shadows will add a great amount of realism to the 3D scene.
so too hard? or not? how to implement.. examples much appreciated Smiley
Re: shadows and opengl
Reply #1 - Sep 14th, 2008, 6:25pm
 
Shadows are a pain in the arse unfortunately.

There's a couple of methods to do it in OpenGL, though none are easy because you have to delve into pure OpenGL calls and quite a lot of faffing.
Re: shadows and opengl
Reply #2 - Sep 14th, 2008, 6:38pm
 
Quote:
Shadows are a pain in the arse unfortunately.

There's a couple of methods to do it in OpenGL, though none are easy because you have to delve into pure OpenGL calls and quite a lot of faffing.


pain: true, true.. i know Smiley that's why I'm actually scared to try it myself.. and from the examples i studied i did realize that it is really rather complicated.. but I'm still hoping for.. (I'm not actually sure what) let's say.. something not so very need-to-be-really-smart-to-do-this approach.. (although I'm not so confident for such a thing to exist)
Re: shadows and opengl
Reply #3 - Sep 15th, 2008, 11:39am
 
u might wanna try shaders and find info about shadow maps.
its simple, and works.

to make it look beautiful and realistic, well thats the challenge. i have a sample around, ill dig it up if u're interested (omni shadow maps)
Re: shadows and opengl
Reply #4 - Sep 15th, 2008, 9:19pm
 
crmx, i couldn't ever thank you enough if you'd help me (and shaders is what i really was thinking about a few hours ago of how to implement, so you've kinda' read my mind) Smiley
Re: shadows and opengl
Reply #5 - Sep 18th, 2008, 9:33am
 
still waiting for your help, crmx Smiley
Re: shadows and opengl
Reply #6 - Jun 30th, 2009, 3:05pm
 
Can anyone offer some pointers on how to handle shadows with OpenGL. From the research I've done, it sounds like using the Stencil Buffer is the answer (via glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_STENCIL) ?!)... but I don't know if that's possible in processing.
I've also attempted to use GLGraphics library and textures, but didn't get very good results. I'm worried my health is at risk with all the sleep I've been losing over this  Undecided

Thanks in advance!!
Re: shadows and opengl
Reply #7 - Jun 30th, 2009, 4:30pm
 
rom, blue_veek, i am really sorry. i've completely forgot about this post.

just noticed it now with romney's post.

if you're still looking for some help/sample pm or email me. ill put u up in the right direction
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