1. Shadow map data type (OpenGL): 2D texture (bound to FBO)
2. Shadow Map data type (GLSL): uniform sampler2DShadow
3. Function to lookup shadow data (GLSL): texture( ) // standard GLSL function
But the tutorial for cascaded shadows (which I'm trying to setup) uses the following:
1. Shadow map data type (OpenGL): 3D texture (bound to FBO)
2. Shadow Map data type (GLSL): uniform sampler2DArray
3. Function to lookup shadow data (GLSL): texture2DArray( )
Now the first tutorial is significantly more recent, and reflects how my code is currently set up. So I was wondering what is an appropriate way to adapt for multiple shadow maps while maintaining the style of the first approach?
Is there such a thing as a sampler2DShadowArray? (I couldn't find this via googling but perhaps it has another name)
Edited by mv348, 27 September 2012 - 09:06 PM.







