From: Brian P. <br...@va...> - 2001-02-20 17:13:53
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Gareth Hughes wrote: > > Brian Paul wrote: > > > > While working on the texture image code I had to fix some > > things related to color index (paletted) texture images. That > > got me thinking about other texture formats like depth textures. > > So, I implemented the GL_SGIX_depth_texture extension and then > > GL_SGIX_shadow to exercise it. GL_SGIX_shadow_ambient was a > > simple addition on top of that. > > > > ... > > > > My implementation isn't 100% complete either. Right now, the > > depth texture is only sampled with nearest/nearest filtering > > and the texels are always stored as floats. I'll try to fix > > those things in the not-too distant future. > > Great work! I remember talking about this with you at SIGGRAPH last > year -- I'm really interested in checking this out. The code was surprisingly simple after I got the new teximage stuff sorted out. I want to experiment with shadow map sampling. Linear filtering won't necessarily give better results than nearest filtering. Consider the discontinuities along object profiles. I might try taking 4 depth samples, perform 4 R comparisons then use the results of those 4 tests to determine if the fragment is shadowed or not. I'm also curious how mipmapping will work out. -Brian |