Quote:Original post by wolf
From a practical point of view there is no real advantage in Dual-Paraboloid shadow maps
I'm of two minds about this. In my own experience I found cubemaps to be more intuitive and robust.
However there are some questions I can't really answer...what is better for hardware: 2 tex2dProj calls to sample the DPSMs or a single but more complex texCUBE call for the cubemap...
THe main problem with cubemaps I think is clearing and switching to six surfaces...certainly less efficient than 2 surfaces...especially when we are using floating point surfaces. Poeple are talking about cases when that can be reduced to fewer faces, but this is hardly a reliable reduction...when the light is viewed from any distance at all all 6 sides will need to be updated, and I would argue this is more common than not.
John Carmack of ID seems to recommend against cubemaps for another reason: you cant use different sizes for faces independently at the same time. But i have a hard time believing 6 tex2DProj calls can be efficient so i'm not sure I understand him..maybe he believes that using the smaller size for certain faces is a big win that trumps all the texture samples.. I dont know.
The interesting thing about shadow mapping is how wide open the method is.. there is no "right solution" yet as far as i can see.