Brian Furtaw (brian++at++sgi.com)
Mon, 20 Jan 1997 20:41:57 -0500
Angus,
I think Remi was trying to say that performer does not have a node that
implements OpenGL shadows. Not that OpenGL shadow extension would not work.
Even with the OpenGL shadow extension you still have to do two passes one
to render to the depth buffer from the point view of the light source. Then
in the final pass you load the depth buffer information into the texture
memory using the OpenGL extension and render from the point of view of the
observer. You can read about this in glintro. SO you will need to draw the
channel twice with two different viewpoints. The OpenGL calls can be put
into a post-draw callback.
Brian
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