On Mar 13, 2008, at 4:12 PM, René Dudfield wrote:
> Hello,
>
> I found some things to improve the quality of the shadow mapping, and
> written in more comments.
>
>
http://rene.f0o.com/~rene/stuff/shadows_rd.zip
>
>
> It also by default uses a polygon as a floor, and a teapot from GLUT.
> There's a constant at the top of demoShadows.py which changes this.
> However the objects you draw are a very simple part of this demo, they
> could be anything really. The complexity comes from the other code.
>
> I think maybe the glPolygonOffset call may have something to do with
> it... but haven't managed to get the call to do anything. I tried
> glScale, and glTranslate, but that seems to be wrong - and in one
> paper it says you can't use translate/scale but have to use
> glPolygonOffset.
>
>
> The main thing which improved quality for me was to use
> GL_DEPTH_COMPONENT32 instead of GL_DEPTH_COMPONENT with the
> glTexImage2D call. GL_DEPTH_COMPONENT lets the driver pick the
> resolution (which for this Imac as only 8 bit).
>
> I haven't managed to increase the resolution of the shadow map
> successfully.
I believe you can use FBOs for that since they can have a higher res