Original Post
Im a little confused at how to transform light frustum from light space to view space In mitchell_lightshafts's paper, they use // Transformation from light space to view space D3DXMatrixInverse (&matFrustumWorld, NULL, &m_matLightView); D3DXMatrixMultiply (&matFrustumWorldView, &matFrustumWorld, g_matWorldView); But it dosen't make scense in my situation... Here is what i did. D3DXVECTOR3 kSource(200.0f, 200.0f, 200.0f); D3DXVECTOR3 kTarget(0.0f, 0.0f, 0.0f); D3DXVECTOR3 kDUp(0.0f, 0.0f, 1.0f); D3DXMATRIX mLightView; D3DXMatrixLookAtLH (&mLightView, &kSource, &kTarget, &kDUp); // Transformation from light space to view space D3DXMATRIX matFrustumWorld; D3DXMatrixInverse (&matFrustumWorld, NULL, &matLightView); D3DXMatrixMultiply (&matFrustumWorldView, &matFrustumWorld, &mView); Any info would be great helpful. [Edited by - wmonash on December 3, 2008 9:37:52 AM]