Shadow mapping#19
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Evan-Bertis-Sample
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Some minor changes! In the future, we should separate out the depth map rendering logic (perhaps a seperate pass/class of utilities), but for now this is fine.
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| // display the depth map onto the screen |
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Could we remove this? In the future we should use an external tool like RenderDoc for debuging textures.
| return frustumCornersWorld(aspectRatio, getFar(aspectRatio)); | ||
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| std::array<glm::vec3, 8> frustumCornersWorld(float aspectRatio, float shadowFar) { |
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I don't think Camera is an appropriate place to put this function. You should make another function within scene pass to perform this transformation.
Co-authored-by: Jalil Hemphill <jalilhemphill1@users.noreply.github.com>
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