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LancerSolurus

Member Since 22 Oct 2008
Offline Last Active Today, 04:09 AM
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Topics I've Started

Single pass multi-depth buffer generation

22 March 2013 - 08:29 PM

I've recently implemented shadowing in my game engine. Currently it only has one shadow map and I want to expand it to at least 3 to 4. I was going to try to attempt doing it using a MRT but ran into the issue of only being able to use 1 depth/stencil buffer which is required to keep the depth pixels in order. So any ideas on how to accomplish this? Using a single texture for all will get around the depth/stencil buffer problem but haven't been able to come up with a way to use the MRT or a single channel to a 1/4 slice of the texture.

 

I am looking to use a cascade shadow mapping technique since I simple calculate a quaternion based position for the shadow map placement directly in front of the player. The reason is I can easily fine-tune the overlap amount.


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