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Home/ Questions/Q 270491
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T00:00:31+00:00 2026-05-12T00:00:31+00:00

I have two models, A and B, and one light, L. I would like

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I have two models, A and B, and one light, L. I would like model A to cast a shadow on model B. I don’t want to bother with shadow volumes or proper shadows for the moment, just a simple circle shadow will suffice. The effect is that model A is treated as a sphere for shadow casting purposes.

Here is how I envision the algorithm:

For each triangle in model B, draw the triangle. Project a circle onto the triangle along the line from L to A, increasing the size of the circle depending on how far away the triangle is. Ensure the circle is clipped to the triangle’s boundaries (using the stencil buffer in some way, I imagine).

I’m working with OpenGL and plain C.

Any pointers on some reference documentation I can read? Or implmentation ideas?

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  1. Editorial Team
    Editorial Team
    2026-05-12T00:00:32+00:00Added an answer on May 12, 2026 at 12:00 am

    I think it is actually easier to implement correct shadows because OpenGL can do the work for you.

    I found a working shadow code with lots of documentation here: http://www.opengl.org/resources/code/samples/mjktips/TexShadowReflectLight.html

    The code above renders the object twice: first normally then with a special matrix. It does a lot of unrelated things such as control with mouse and reflections. So here are the interesting parts.

    This calculates the shadow matrix:

    /* Create a matrix that will project the desired shadow. */
    void
    shadowMatrix(GLfloat shadowMat[4][4],
      GLfloat groundplane[4],
      GLfloat lightpos[4])
    {
      GLfloat dot;
    
      /* Find dot product between light position vector and ground plane normal. */
      dot = groundplane[X] * lightpos[X] +
        groundplane[Y] * lightpos[Y] +
        groundplane[Z] * lightpos[Z] +
        groundplane[W] * lightpos[W];
    
      shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
      shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
      shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
      shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
    
      shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
      shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
      shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
      shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
    
      shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
      shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
      shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
      shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
    
      shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
      shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
      shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
      shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
    
    }
    

    I do not pretend to understand this completely. lightpos is the position of the light source. The first 3 coordinates of groundplane are the normal vector of the ground surface. The fourth is the offset (how far is it from 0,0,0).

    And this part actually renders the shadow:

    glPushMatrix();
    /* Project the shadow. */
    glMultMatrixf((GLfloat *) floorShadow);
    drawDinosaur();
    glPopMatrix();
    

    There are some things you need to glEnable/glDisable first for this to work so look at the link.

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