Original Post
I'm trying to implement shadow maps for the first time. I figured that I would start simple and try to do this with the OpenGL fixed pipeline. I based my code on the DigiBen "Shadow Mapping" tutorial. However, in my app the applied shadow texture is all screwed up. I'm only rendering 2 quads until I get this working. I wanted to attach an image to this post, but I'm not sure how to do that. Anyway, you can see the light frustum outline moving around on the quads as the light position moves. The area outside of the light's frustum are black like I'd expect, but the area within the light's frustum looks like almost random regions of black and the original primitive color. This is difficult to describe without a screen capture, but I'm hoping that this description rings a bell with someone with what I may be doing wrong. Getting frustrated. Thanks, Pat