Great posts guys!!! Im sorry but I dont have anything clever to post, but I have a simple question, that is maybe going to trouble us when we finaly deside to write a shadowmapping shader: How can we make model to cast shadow on some other model using shadowmapping, maybe I am stupid but I know how shadow mapping works(It stores the depth buffer, and compares to depth of a procesed pixel in the light space coordinates......), now how can we store the whole depth buffer for the entire scene, not just for the procesed model? If we cant that would give us only selfshadowing, not casting shadows on other entityes because every model will compare the depth of its processed pixel to the depth stored only by its self geometry, and wont know if some other model is blocking the light in front of it...



And now I have a solution for making ultra-real sof shadows, maybe it isnt so fast as the variace shadowmapping but its how it works in the nature.Basicly it has four steps(I dont know realy how to implemnt them in the shader, but I know that there's someone of you who knows):

1) generate basic aliased shadowmap;
2) blur the shadowmap(I know that will produce strange artifacts, like black_glowing);
3) do a bloom filter on a blured shadowmap(corrects the black_glowing...)
4) apply the shadow map!!!


ps. This is a great post, we should keep it going until we find a solution!