ShadowMap Abstraction #35
Labels
component: engine objects
Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)
component: rendering pipeline
Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.)
component: shaders
Related to creating/updating/refactoring glsl shaders from the engine
type: docs
type: feature
Description
This keeps track of the implementation of shadow mapping. This is an engine object that abstracts away this feature by using both, and an FBO and an appropriate camera (or at least a frustum object) according to the light type.
The implementation should allow the usage of multiple lights (multiple lights could cast shadows) and have the related GLSL code separated into appropriate `ShaderChunks.
Tasks
Notes
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