2/18/2023 0 Comments Sfml and then there was lightIf I draw to the 1D map with no shader applied, I get the expected output which is the occlusion map. The problems start to crop up when I try to create the 1D shadow map. This creates this output (the white box is where the FBO sits, and the rest is where all the shapes actually are). OccludersFBO.clear(sf::Color(255, 255, 255, 150)) Ĭam.setSize(occludersFBO.getSize().x, occludersFBO.getSize().y) Also, I'm using sf::RenderTexture since I believe that's the equivalent of FBO in SFML. I draw the FBO with no alpha but I'm using white to show where it is relative to the shapes. Here's the first part of the algorithm, drawing the occluder FBO. Though I'm having some issues with the shaders. Hi, I'm trying to implement 2D pixel perfect shadows into a small game I'm working on.
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