Hi JGO!
The community was pretty helpful the last time I posted so I’ll give it another go with this other problem I have.
I’m still working on a topdown game (orthographic projection) using deferred shading.
I render my diffuse scene to an FBO then render the same secne with normal texutres to an other FBO then I bind these 2 FBOs and render the light meshes to create the final scene.
The problem is shown on this picture:
The black circle is the player, the blue lines are the shadow geometry, the light grey area inside it is the “problem area”. It is part of the shadow but I’d like it blocked by the player as shown on the “Desired effect” part of the picture.
Since both the diffuse and the normal FBOs are basically one-one textures and the shadows are rendered over them in the final phase I couldn’t figure out a way to fix this.
Basically I want my player to be normal mapped and not have shadows on it’s texture.
I hope I managed to describe my problem well enough.
Thanks in advance for any help given!