Original Post
Hi all!
I''m going to do some realtime shadowmapping in my simple game engine. It''ll be a 3D space shooter. I''d like some dynamic lights (weapons fire, etc) and shadow mapping (sun, maybe explosions) in it. I''ve never done any shadowmapping, so i read through some articles. I''ve got 3 problems to solve:
1: The resolution of the shadowmap should be very high for shadows cast near the camera and far from the light. (Problem when i use it for the sun which is pretty far away
I could split the shadowmap in smaller portions with different resultions (better culling in problem 2 too, but big problem if i have to do ''m all)
2: The shadowmap is only one fustrum big. Should i make more for all directions (fore, back, left, right, up, down)? I could cull away the sides I don''t need.
3: All lights cast infinite shadows this way. Can I fix this by only taking z value''s within the lights range or set the near plane closer? And would a close near plane result in more accurate depth values of the shadowmap?
Thanx,
Marty