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

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Music: "Rewound" by Chris Zabriskie From the Free Music Archive: https://freemusicarchive.org/ CC BY. Shadow Mapping Omnidirectional shadow mapping DirectX 11: Shadow Mapping

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