GLSL shadow map (small question)
I'm currently using GL_COMPARE_R_TO_TEXTURE, and GL_CLAMP_TO_EDGE.
Right now I still have shadows outside of the lights frustum. Do I have to check for these cases or is there a way to set it up? I would assume since its shadow2Dproj, the driver would know that I dont want to test stuff outside the frustum.
If not, what would be the best way to "clip/clamp" these?
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