Exploring Omnidirectional Shadow Mapping Directx 11
Exploring Omnidirectional Shadow Mapping Directx 11 reveals several interesting facts.
- An implementation of
- Implementation of the
- A simple example of
- Not finished (I want to optimize it a bit and add a cool model for de light source). The
- This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some
In-Depth Information on Omnidirectional Shadow Mapping Directx 11
Music: "Rewound" by Chris Zabriskie From the Free Music Archive: https://freemusicarchive.org/ CC BY. Shadow Mapping Omnidirectional shadow mapping DirectX 11: Shadow Mapping
Custom Built
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