Stencil-buffer-based shadowing implementation
From an article by Eric Lengyel in Gamasutra:
and the related paper:
Python implementation by Mike Fletcher. Note that
this is not a direct translation of the original approach.
Also note that, although I'm trying to follow the examples,
most of the actual code in the article just wouldn't fly in
Python, so I tend to use a lot of Numeric Python functions
OpenGLContext.shadow.shadowcontext.ShadowContext is a
mix-in class for Contexts which provides the necessary
features for rendering shadows.
Only IndexedFaceSet nodes may cast shadows in the
Single-face edges are not supported, and will cause
There will be problems trying to render degenerate faces.
|__file__ = '/home/mcfletch/pylive/OpenGLContext/shadow/__init__.pyc'|
__name__ = 'OpenGLContext.shadow.__init__'