Question: In Program 8.1, experiment with different settings for glPolygonOffset(), and observe the effects on shadow artifacts such as Peter Panning. Program 8.1 // Much is
In Program 8.1, experiment with different settings for glPolygonOffset(), and observe the effects on shadow artifacts such as Peter Panning.
Program 8.1
![private float[] lightAmbient = new float[] { 0.0f, 0.0f, 0.0f, 1.0f }; private float[] lightDiffuse = new](https://dsd5zvtm8ll6.cloudfront.net/images/question_images/1701/6/7/4/089656d7c69bf7501701674089126.jpg)
![// shadow-related variables private int screen SizeX, screenSizeY; private int [] shadow Tex = new int [1];](https://dsd5zvtm8ll6.cloudfront.net/images/question_images/1701/6/7/4/109656d7c7db381c1701674109057.jpg)


![gl.glBind Texture(GL_TEXTURE_2D, shadow Tex[0]); gl.glTexlmage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32,](https://dsd5zvtm8ll6.cloudfront.net/images/question_images/1701/6/7/4/163656d7cb34535e1701674162572.jpg)









// Much is the same as we have seen before. New sections to support shadows are highlighted. // The imports necessary for lighting, etc., would be included at the start, are the same as before, // and are not shown here. public class Code extends JFrame implements GLEventListener { // variable declarations for rendering programs, buffers, shader sources, etc., would go here. private ImportedModel pyramid = new Imported Model("pyr.obj"); // define the pyramid private Torus myTorus = new Torus (0.6f, 0.4f, 48); // define the torus private int numPyramidVertices, num Torus Vertices, num TorusIndices; // locations of torus, pyramid, camera, and light private Vector3f torusLoc = new Vector3f(1.6, 0.0, -0.3); private Vector3f pyrLoc = new Vector3f(-1.0, 0.1, 0.3); private Vector3f cameraLoc = new Vector3f(0.0, 0.2, 6.0); private Vector3f lightLoc= new Vector3f(-3.8f, 2.2f, 1.1f); // properties of white light (global and positional) used in this scene private float[] globalAmbient = new float[] { 0.7f, 0.7f, 0.7f, 1.0f};
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