Original Post
Hey guys, I've been trying to get shadow-mapping going in my program and can't figure out how to do projective texturing. I've been looking around online and i think that what you do involves some math between the "projector" matrix and the "camera" matrix and apply that to the uv coordinates of the texture you want to project. This is probably wrong, but thats what i think i know so far. I guess in simplest terms i would like to be able to project a texture from directly above onto a flat plane on the ground. Any ideas guys, or any DirectX functions that might point me in the right direction? Thanks