im about creating shadowmaps, having multiple lights of different types. If you have a look on following page
at Example 12-1. Pseudocode for the Omnidirectional Shadow-Mapping Algorithm
you notice that they tell to render the scene 2 times for every light.
Ok, fine that maaay be much if i have much lights but its fine because i only need a single shadowmap texture.
Now i have a problem when it comes to point lights. for the shadow cubemaps i need 6 shadow maps. should i render the scene 2 times for every of the 6 faces (12 renders per point light) or have 6 shadow maps laying in vram(waste of ram kinda).
the next problem is if i want to use things like motion blur or depth of field, mirrors or whatever, i need to render my scene multiple times per frame. that number is multiplied with the renders(shadow maps) i need for one full render and i dont want a scene so lowpoly that it could be rendered about 100 times each frame.
Do you have any advice for shadow maps? i kinda hate them, but they are also nice in some way. Also i need dynamic lighting
EDIT: also i have no idea about accessing shadow cubemap data with direction vectors. would be nice if someone could explain that. Thanks
EDIT2: just found out opengl supports cubemaps :s. ill have a look on that tomorrow
Edited by Ichi, 30 July 2014 - 08:18 PM.