How to do the shadow mapping after perspective deformations?
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- C++
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Description
Hi, I am having a hard time doing the shadow mapping after changing my code according to the chapter "Technical difficulties: linear interpolation with perspective deformations".
My own thought about this problem is that we used the z-value of the original P, but the index (x+y*width) of the shadowBuffer for that z-value comes from the P', (original P after the MVP transformation). So, the pixel doesn't match the z-value.
Please correct me if I am wrong.
Also, I tried to download the sample code from the master branch and run it. But I didn't see the shadow, either. Does anyone successfully do the shadow mapping? Any hints would be helpful, I would appreciate it!
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Research direction
Start with the chapter “Technical difficulties: linear interpolation with perspective deformations” and the sample code from the master branch. Trace how the original P, the MVP-transformed P', and shadowBuffer coordinates are used, then reproduce the reported run without visible shadows. Done means the coordinate/depth relationship is understood and shadow mapping works in the sample.
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Assessment
- Tech stack
- cpp
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100