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How to debug cascaded shadowmaps?

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After getting normal shadowmaps to work, I'm now implementing cascaded shadowmaps.
I've followed a demo on NVidia website, and right now I'm displayed all cascade map levels as small quads on the screen. However all of them are white, nothing is getting rendered there.
I've checked that when rendering to the shadowmaps all objects fail the frustum test. Can someone tell of a clever way to visualize if there are errors in the projection/frustum setup of the shadowmaps?

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Um..., how about not performing the frustum test? (if you meant frustum culling).

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Quote:
Original post by szecs
Um..., how about not performing the frustum test? (if you meant frustum culling).


Yes, I've tried that, but of course nothing is draw even without the test. My frustum test is accurate, it works fine when rendering from the camera point of view. I think I'm doing some error during calculation of the projection matrices for the shadowmaps, but I have no idea how to find where the problem is

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Can you visualize your frustums in world space and draw them? (performing the collisions of 3 planes will give you the points to form your mesh) Thats the first thing you need to know... if they are actually in the right place and facing the right way. :D

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