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Light Projection Matrix

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I have a question on Light Projection Matrix, the question is based on the "Shadow Mapping" Demo of Microsoft DirectX SDK In this Demo, they create a g_LCamera, the Camera of the Light My question is : What does the g_LCamera.GetProjMatrix() mean? Because when they render The Shadow map (Under the Light view point), it comes to the Projection Matrix. I think they should use the matrix of g_LCamera.GetProjMatrix(). But they didn't. They use a g_mShadowProj matrix which was initialized before D3DXMatrixPerspectiveFovLH ( &g_mShadowProj, g_fLightFov, 1, 0.01f, 100.0f); ============================================== So why don't they use the g_LCamera. It is the Camera of the Light, and i think the g_LCamera.GetProjMatrix() is the Projection matrix?

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