KhronosGroup / KhronosGroup/glTF
Shadow casters and receivers
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Description
While working on a project that required rendering the same GLTF models using different PBR renderers, I noticed differences in the way transparent materials cast and receive shadows. I couldn't find any part of the spec related to shadow rendering. I think it would be great to clarify on this part.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No file, test, or entry point is named. Start by comparing how different PBR renderers handle transparent materials when casting and receiving shadows, then identify the relevant glTF specification section. Done means the specification explicitly clarifies those shadow-rendering rules.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics
- Issue type
- Documentation
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100