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Shadow mapping#19

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AwesomeDudeDK wants to merge 70 commits into
mainfrom
shadow-mapping
Open

Shadow mapping#19
AwesomeDudeDK wants to merge 70 commits into
mainfrom
shadow-mapping

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@AwesomeDudeDK

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@Evan-Bertis-Sample Evan-Bertis-Sample left a comment

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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.

}
}

// 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.

Comment thread okay/core/renderer/render_world.hpp Outdated
return frustumCornersWorld(aspectRatio, getFar(aspectRatio));
}

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.

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3 participants