Original Post
I've been working on shadow mapping, reading books and articles across the internet. Before I start coding on it, I want to have a solid understanding of everything I'm going to do. From what I understand, I need to create a matrix that maps 3D space onto a 2D plane, representing the depth components for everything the light has contact with in the world. This is the most sense I can make out of it right now. I know that I need to translate out to the position of the light, but I'm not sure how to set up the frustum for rendering since a point light is omnidirectional. The math behind it is a little scary. I've been looking at some sample code by Fabien Sanglard and various other sources around the internet, I just don't want to attempt to utilize code I don't understand... Thanks for any and all help!