Posted Monday, 21 May, 2012 - 16:21 by the Fiddler
Unfortunately, shadow mapping is anything but simple to implement. The concept is that you render your scene from the viewpoint of the light source into a depth cubemap, then render your scene from the camera viewpoint using the depth cubemap to detect shadowed areas. You need to know how to use cubemaps, how to render to textures (framebuffers, renderbuffers) and how to write shaders.
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Re: Shadow mapping in OpenTK
Unfortunately, shadow mapping is anything but simple to implement. The concept is that you render your scene from the viewpoint of the light source into a depth cubemap, then render your scene from the camera viewpoint using the depth cubemap to detect shadowed areas. You need to know how to use cubemaps, how to render to textures (framebuffers, renderbuffers) and how to write shaders.
These tutorials are an excellent starting point: