Hardware 3D (C++ DirectX Graphics) Tutorial 53
Third part in a mini-series on basic dynamic occlusion shadows with shadow mapping. This video covers goes into detail about the concept of self-shadowing (shadow acne) and shadow biasing. We get our shadow mapping shader code working for all of the models.
- Self-shadowing (shadow acne)
- Depth biasing
- Perspective divide must be done in the pixel shader
- Dealing with exceptions and exception specifiers during debugging
- Resources that are bound at different times as both shader input and output