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OpenGL® SuperBible, Third Edition
book

OpenGL® SuperBible, Third Edition

by Richard S. Wright, Benjamin Lipchak
June 2004
Intermediate to advanced
1200 pages
24h 40m
English
Sams
Content preview from OpenGL® SuperBible, Third Edition

Chapter 18. Depth Textures and Shadows

by Benjamin Lipchak

WHAT YOU'LL LEARN IN THIS CHAPTER:

How To

Functions You'll Use

Draw your scene from the light's perspective

gluLookAt/gluPerspective

Copy texels from the depth buffer into a depth texture

glCopyTexImage2D

Use eye linear texture coordinate generation

glTexGen

Set up shadow comparison

glTexParameter

Shadows are an important visual cue, both in reality and in rendered scenes. At a very basic level, shadows give us information about the location of objects in relation to each other and to light sources, even if the light sources are not visible in the scene. When it comes to games, shadows can make an already immersive environment downright spooky. Imagine turning the corner in a torch-lit dungeon and ...

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Publisher Resources

ISBN: 0672326019Purchase book