OpenGL - shadow maps (for directional lights)

preview_player
Показать описание

All code samples, unless explicitly stated otherwise, are licensed under the terms of the CC BY-NC 4.0 license as published by Creative Commons, either version 4 of the License, or (at your option) any later version.
Рекомендации по теме
Комментарии
Автор

This was a brilliant explanation, thank you very much!

iamarugin
Автор

This video truly needs more likes and comments 🙁

nandukrishna
Автор

Hi can you help me on shadow mapping pleasee for 330 version

ps_lol
Автор

Is there a good way to calculate shadows (without using a temporary buffer), which consists of only the triangles projected on each other triangle?

cmdlp
Автор

I really don't know why my code isnt working, when I got up to the point of where you had shadow acne, I didn't have any shadow acne and my shadows are all random and no where near the correct places they should be, I made sure to follow your code exactly, any reasons why this is happening?

RJC__
Автор

Since this is for directional lights why is there a lightPosition variable needed for the glm::lookat function? My interpretation of the directional light was that it only needed a direction.

cmedia
Автор

The explanation you gave at 11:45 makes no sense. How would the z coordinate of the position relative to the light be higher than 1 when we multiplied it by the view matrix, effectively converting it into NDC space, which ranges from [-1, 1]???

WowPlusWow
Автор

Please I need a link to the code to revise my code because I have a problem here

Al-Hebri