Original Post
So, I've run into an interesting issue. I was originally rendering my shadows to the depth buffer, and had to enable front-face culling in order to not get any self-shadowing artifacts. I then decided to render to a 32-bit floating point texture (color data) instead. Suddenly, with nothing else changed, it's as if I'm not doing the culling; I'm getting all manner of self-shadowing artifacts mucking everything up.
Why would this be?
Why would this be?