I am using a point light located at the origin, so how do we setup the paraboloid's view matrix for the front and back map?
Instead of using d0(0, 0, -1) and d1(0, 0, 1) to set value for direction variable in shader source code like
pos.z *= direction //for front and back map
I use it to setup the view matrix like
LighPostion + d0 (for front map)
LighPostion + d1 (for back map)
D3DXVECTOR3 temp = D3DXVECTOR3( 0.0f, 0.0, fDirection ); //fDirection = -1 for the back map, 1 for the front map
D3DXVECTOR3 lightTargetW = vLightPos + temp;
D3DXVECTOR3 lightUpW(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&mDPView, &vLightPos, &lightTargetW, &lightUpW);
I did that to setup the LookAt point being used for paraboloid's view matrix. Then before rendering the scene, I create shadow maps for front and back paraboloid by modifying view matrix for each map. But how can I modify it when I render the scene?