What is shadow mapping in OpenGL?
Shadow mapping is a technique used in 3D graphics to create realistic shadows by rendering the scene from the light's perspective.
How does the shadow mapping process work?
The process involves rendering the scene to a depth texture from the light's viewpoint, then using that texture to determine shadowed areas during the final render.
What are the common issues with shadow mapping?
Common issues include shadow acne, peter panning, and aliasing, which can be mitigated with techniques like biasing and filtering.
Can you explain how to implement shadow mapping in OpenGL?
Sure! You start by creating a framebuffer object (FBO) for the depth texture, render the scene from the light's perspective, and then use that texture in your main rendering pass.
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