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project downloaded from www.mbsoftworks.sk on December 5, 2014, 4:51 PM (UTC+01:00)

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compiled with Assimp 3.0.1270, FreImage 3.16.0, FreeType 2.5.3, GLEW 1.11.0, GLM 0.9.5.4

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shadow map displayed in the right bottom corner of the window at 512x512 px size

corrected calculation of the treasure boxes model matrix when rendering to the shadow map - treasure boxes correctly rendered to the shadow map

extra arrow that shows direction of light also rendered to the shadow map

added calculation of the up vector when generating the light view matrix

terrain also rendered to the shadow map

the pillars where not rendered correctly on nvidia cards because the gl_primitive_restart was not disabled after the terrain was rendered

some pillars where not rendered to the shadow map completely, because the light position was too close to them  - changed min and max z of the shadow map projection matrix and the distance of the light from the center

!!! shadow mapping algorithm in the original code was all wrong !!!
1) the shadow map was a 24-bit RGB color texture => the precision of the depth values in it was only 8-bit
2) in the fragment shader in which the shadow calculation was done the w-division (projection) and depth comparision were missing
3) shadow was applied on ambient light too

added creation of a depth texture

corrected creation of a FBO object with a depth texture bound to it as a depth buffer

changed the shadowMapRender.vert and shadowMapRender.frag shaders

corrected the shadowMapper.frag and shadows.frag shaders

corrected lighting in the dirLight.frag, main_shader.frag and terrain.frag shaders

shadow map size restricted to 1024x1024, 2048x2048 or 4096x4096 px

disabled specular light

fAngleOfDarkness restricted to the interval from -90 to +90 degrees

added creation of a 64x64 px rotation texture that contains 2x2 rotation matrices of a random angle

rotation texture used to randomly rotate the 16 samples of the poissonDisk in the shadows.frag shader to achieve crysis-like soft shadows

added support for trilinear anisotropic texture filtering and multisample antialiasing

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check the http://www.3dcpptutorials.sk/index.php?id=22 page for more updates

