Ok cool, one potential issue down ![]()
Another thing I noticed, In your original images the shadow maps look upside down. This could be a slimDX thing? And maybe you're compensating for that? So maybe try this... In your .fx file invert the .y element of your texture coordinates when you are checking to see if a pixel is in shadow or not. So somewhere in there you will have something like:
tex2D(ShadowMapSampler, vShadowTexCoord)
Try:
vShadowTexCoord.y = 1.0 - vShadowTexCoord.y; tex2D(ShadowMapSampler, vShadowTexCoord)