Shadow mapping for isometric games
General shadow mapping
Shadow mapping is one of the possible methods for rendering the shadows in a 3D scene when using a rasterizer. It uses one extra pass (in the simplest case of one light) to render a shadow map which is used in the color pass to test whether a point falls inside or outside the shadow. The shadow map is basically a depth buffer rendered from the standpoint of the light. This means that it tells us how far the light can reach. If the light can’t see a point because it is obscured (the point’s depth is further than the depth in the map) it lies in the shadow.
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