I need to calculate shadow maps for 3 lights at once. Instead of using 3 shadow maps, I'd like to calculate all of them in one pass, using one shadow map, each light stuffing it's depth value into a single R, G, or B channel. I know, this gives me only 256 bits of precision per channel. Is this even possible?
Can I calculate 3 shadow maps at once in HLSL?
Started by zipwax, Mar 15 2012 10:23 AM
1 reply to this topic
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Posted 15 March 2012 - 11:51 AM
Did you mean 256 values in an 8 bit channel (truecolor)?
Use a 16 or 32 bit single channel depth buffer to have a good precision and divide it using a quad tree allocation to get many depth maps in one register.
Use a 16 or 32 bit single channel depth buffer to have a good precision and divide it using a quad tree allocation to get many depth maps in one register.
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