Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 58"
From Chilipedia
| Line 1: | Line 1: | ||
| − | + | Applying the cubemap technique to shadow mapping of a point light to capture an omni-directional shadow map. | |
== Topics Covered == | == Topics Covered == | ||
| − | * | + | * Cubemap shadowmap bindable |
| − | * | + | * Camera vector generation etc. in ShadowMappingPass |
| − | * | + | * Pythagorean distance as depth for shadowmap |
| + | * Fixing code to dump cubemap texture-based DepthStencil | ||
| + | * Fixing viewport for shadowmap generation | ||
| + | * Fixing transformation matrix for shadowmap generation | ||
| + | * Fixing projection matrix for shadowmap generation | ||
== Video Timestamp Index == | == Video Timestamp Index == | ||
| − | * [https://youtu.be/ | + | * [https://youtu.be/pprGpbdmhSI Tutorial 58] |
== Source Code == | == Source Code == | ||
| Line 13: | Line 17: | ||
== See also == | == See also == | ||
| − | * [[Hardware 3D (C++ DirectX Graphics) Tutorial | + | * [[Hardware 3D (C++ DirectX Graphics) Tutorial 59|Next in series (Tutorial 59)]] |
* [[Hardware 3D Series (C++ DirectX Graphics)]] | * [[Hardware 3D Series (C++ DirectX Graphics)]] | ||
* [https://www.patreon.com/planetchili Planet Chili Patreon] | * [https://www.patreon.com/planetchili Planet Chili Patreon] | ||
Latest revision as of 14:04, 25 September 2020
Applying the cubemap technique to shadow mapping of a point light to capture an omni-directional shadow map.
Topics Covered
- Cubemap shadowmap bindable
- Camera vector generation etc. in ShadowMappingPass
- Pythagorean distance as depth for shadowmap
- Fixing code to dump cubemap texture-based DepthStencil
- Fixing viewport for shadowmap generation
- Fixing transformation matrix for shadowmap generation
- Fixing projection matrix for shadowmap generation