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Description
We could attach a compositor (called shadow) that renders the scene to a texture using a 'shadow' material scheme, and the materials in the regular passes (or the deferred passes) would be able to address these textures. There is some duplication in Ogre with techniques having 'shadow materials' and having access to 'shadow textures', rather than having techniques that are for the scheme 'shadow' and being able to address textures from the compositor 'shadow.
src: https://forums.ogre3d.org/viewtopic.php?f=13&t=48709&p=334663#p334663
v2-1: https://ogrecave.github.io/ogre-next/api/2.1/compositor.html#CompositorShadowNodes