Re: Planar shadows

"[email protected]" <[email protected]> Thu, 30 Sep 2010 10:20:15 -0400
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Thank you I will read it.

Leigh

On 9/29/2010 11:37 PM, Shaun Kime wrote:
> Take a look at the following presentation: 
> http://artis.inrialpes.fr/Recherche/RealTimeShadows/pdf/stencil.pdf , 
> especially section 5: Improving Planar Projected Shadows with Stencil
>
> Thanks,
> Shaun Kime
>
> On Wed, Sep 29, 2010 at 5:30 PM, Simon Kozlov <[email protected] 
> <mailto:[email protected]>> wrote:
>
>     One alternative for fixed-function pipeline is to put height-dependent
>     value in alpha channel and use alpha test to clip parts below the
>     ground.
>
>     Simon
>
>     On Wed, Sep 29, 2010 at 2:09 PM, Jeff Russell
>     <[email protected] <mailto:[email protected]>> wrote:
>     > You may still be able to clip without a shader - opengl has user
>     clip planes
>     > available in some versions, check your docs.
>     >
>     > The alternative is you could not completely flatten your
>     geometry, just
>     > "mostly" flatten it so that it appears flat enough. Then you can
>     still have
>     > your matrix set up to keep the unwanted geometry below the
>     ground plane, and
>     > the depth test against the ground geometry will take care of it.
>     >
>     > On Wed, Sep 29, 2010 at 3:57 PM, [email protected]
>     <mailto:[email protected]>
>     > <[email protected] <mailto:[email protected]>> wrote:
>     >>
>     >>  Thanks but it's OpenGL 1.0 for BlackBerry and 1.1 for Android.
>      So far
>     >> my solutions is, well, don't push the rocks so far into the
>     ground :)
>     >>
>     >> Leigh
>     >>
>     >> On 9/29/2010 11:53 AM, Jeff Russell wrote:
>     >> > Yes there is - clip your shadow geometry against the ground plane
>     >> > before it gets flattened. You can do this with the discard
>     keyword in
>     >> > your shadow pixel shader.
>     >> >
>     >> > Jeff
>     >> >
>     >> > On Tue, Sep 28, 2010 at 9:25 PM, [email protected]
>     <mailto:[email protected]>
>     >> > <mailto:[email protected] <mailto:[email protected]>>
>     <[email protected] <mailto:[email protected]>
>     >> > <mailto:[email protected]
>     <mailto:[email protected]>>> wrote:
>     >> >
>     >> >      Hi,
>     >> >
>     >> >     I have hooked up planar shadows for my Android Tank game
>     using a
>     >> >     matrix
>     >> >     to project all geometry onto the ground. The game has the
>     luxury of
>     >> >     having  a 2D battle field.  The problem is that I am
>     using instanced
>     >> >     rocks that are randomly rotated and pushed into ground.
>      So now I
>     >> >     get a
>     >> >     reverse shadow projected from underneath.  Is there any
>     way to get
>     >> > rid
>     >> >     of this?
>     >> >
>     >> >     Leigh
>     >> >
>     >> >
>     >> >
>     ------------------------------------------------------------------------------
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>     >> >
>     >> >
>     >> > --
>     >> > Jeff Russell
>     >> > Engineer, 8monkey Labs
>     >> > www.8monkeylabs.com <http://www.8monkeylabs.com>
>     <http://www.8monkeylabs.com>
>     >> >
>     >> >
>     >> >
>     >> >
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>     >
>     > --
>     > Jeff Russell
>     > Engineer, 8monkey Labs
>     > www.8monkeylabs.com <http://www.8monkeylabs.com>
>     >
>     >
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