I've managed to implement shadow mapping to a scene. However, I had problems using a cube map so I eventually gave it up and used 6 2D texture maps instead. To make this work with 6 2D maps, during the rendering process I have to identify in which texture of the 6 each fragment belongs. I'm afraid this could be dropping my frames significantly.

I'm not gonna go into many details for now. I will upload the relevant code if necessary. My main concern is if this method makes my program slower.Will my fps increase using a cube map?

  • 1
    \$\begingroup\$ It probably will. \$\endgroup\$ Commented Dec 30, 2018 at 12:45
  • \$\begingroup\$ Yes; it's a single texture and there's no branching logic required in your pixel/fragment shader. You should ask a new question about the problems you had with cube maps rather than editing or adding to this one, however. \$\endgroup\$ Commented Dec 30, 2018 at 13:15
  • \$\begingroup\$ There are no answers here yet, so I see no harm in editing the question to ask about the problems you've had implementing a cube map version instead. \$\endgroup\$
    – DMGregory
    Commented Dec 30, 2018 at 13:35
  • \$\begingroup\$ I've already uploaded a question on the problems I've had. Actually, I have followed tutorials right on point and I don't know why it's not working. gamedev.stackexchange.com/questions/166342/… I'll give it a shot again since it will be faster. I will soon delete this question, thank you. \$\endgroup\$ Commented Dec 30, 2018 at 13:56

1 Answer 1


There is no need to use 6 individual textures as you can just use one big 2D strip with the dimensions x=shadowmap_width y= 6*shadowmap_height and then do 6 renderpasses adjusting the viewport to draw at the right place of the texture. (glViewport + glScissor in openGL).

That way you only have one texture sampler in your shaders and don't need 12 rebindings per render iteration. Also PCF using poisson disk sampling gets a lot easier since you have 2D texture coordinates.

This blog goes a bit deeper in how to do this and also points out potential issues and how you could solve them: https://kosmonautblog.wordpress.com/2017/03/25/shadow-filtering-for-pointlights/


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