I am rendering shadow maps to cubemaps (just rendering raw depth buffer) then projecting them to the scene to do omni-directional shadow mapping. The cubemap is sampled by the light direction vector ...
I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = ...
How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from ...