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OpenGL Looking for a OpenGL implementation of Virtual Shadow Depth Cube Shadow Maps

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Hi, I'm sure the topic is clear enough ! I've already a direct3D9 implementation of this really nice shadow techniques for omni-directional light and I need an opengl implementation For now I've successfully implemented the cubemap indirection process Next step is just to be able to render in a specific viewport of a render target And this is where I'm stucked ! :( I can't use glViewport correctly when I'm a rendering in a fbo ! Any ideas ? Thanks

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Why can't you use glViewport correctly? Are you setting it to the dimensions of your render target?

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ok it works, I just had to take care of Y inversion between opengl and direct3d9 when you render in a render target (=> managed in the indirection cube map)

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