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I was wondering if it would be somehow possible to reduce the need for 6 shadowmaps (front, back,top,right,left,down) with normal Projectionmatrix to only a single one, using some Vertex Shader trickery.
Basicly I want to somehow manipulate the vertex (or pixel) shader, so it turns the final render in some sort of 360 view around the pointlight, and stores it in a single texture.
I would of course also need a way to reverse the whole thing in order to actually render the shadow.

user2741831
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    Any reason why you couldn't use a cube map? – Reto Koradi Oct 21 '16 at 03:23
  • Are you aware of how geometry shaders are used to render to a layer and the specific cube map face in that layer? Also, there is no "trickery" involved here - it's all standard stuff. – thokra Oct 21 '16 at 08:59

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