Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualAshaman73

Posted 19 February 2013 - 02:23 AM

Ok, got a little bit messy smile.png

 

Missed this

The world matrix is sent to the shader as the InverseView matrix

 

Please validate the following, for shadowmapping you need to transform a point from view space to light space:

 

vs = view space
ws = world space 
ls = light space
ts = texture space

point_vs == invert(view_matrix)==> point_ws == light_view_matrix ==> point_ls == light_projection ==> point_ts

Note:
invert(view_matrix) = invert( invert(camera_world_matrix))=camera_world_matrix
 

Then check the view point reconstruction, try to ensure, that position reconsturction + view->world space transformation works first.


#2Ashaman73

Posted 19 February 2013 - 02:19 AM

Ok, got a little bit messy smile.png

 

Missed this

The world matrix is sent to the shader as the InverseView matrix

 

Please validate the following, for shadowmapping you need to transform a point from view space to light space:

 

vs = view space
ws = world space 
ls = light space
ts = texture space

point_vs == invert(view_matrix)==> point_ws == light_view_matrix ==> point_ls == light_projection ==> point_ts

Note:
invert(view_matrix) = invert( invert(camera_world_matrix))=camera_world_matrix
 

#1Ashaman73

Posted 19 February 2013 - 02:11 AM

Ok, got a little bit messy :)

Please validate the following, for shadowmapping you need to transform a point from view space to light space:

 

 

vs = view space
ws = world space 
ls = light space
ts = texture space

point_vs == invert(view_matrix)==> point_ws == light_view_matrix ==> point_ls == light_projection ==> point_ts

Note:
invert(view_matrix) = invert( invert(camera_world_matrix))=camera_world_matrix
 

PARTNERS