Shadow mapping with the deferred renderer

Shadowed terrain using the deferred renderer I've spent a week refactoring a lot of code from the deferred renderer to make it suitable for the needs of the voxel terrain system. The terrain needed special shaders for rendering the shadow maps, which couldn't be specified in the deferred renderer. I also removed the need of shaders when rendering shadow maps (except for point lights), it makes the code much simple and faster.Without shadows With shadows

Levels of detail often cross each other, so to keep lower LOD from shadowing higher ones, I had to slightly move the low LOD vertices toward their normal to shrink the shape of the terrain.

I will now focus on optimizing the terrain rendering process. It is completely straight-forward for now and no culling nor batching is done yet.

Posted by Yno on 2012-04-14 00:42