Hardware 3D (C++ DirectX Graphics) Tutorial 58
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Revision as of 14:04, 25 September 2020 by Chili (Talk | contribs) (Undo revision 3318 by Chili (talk))
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