Rendering Terrain Part 13 – Basic Shadow Maps, The Not Quite Right Edition Well, I solved the problem with Shadow Mapping that I mentioned last post. Shadows now work.… direct3d, direct3d 12, directx, directx 12, height map, render, shadow map, shadow mapping, terrain
Rendering Terrain Part 14 – Improving Shadows and The Day/Night Cycle I’ve made some small improvements to the shadows and lighting. I fixed the issue I talked… direct3d, direct3d 12, directx, directx 12, height map, lighting, render, shadow map, shadow mapping, terrain
Rendering Terrain Part 15 – Skirts and Other Additions Before moving on to Cascaded Shadow Maps, I decided to work on improving the existing shadows.… direct3d, direct3d 12, directx, directx 12, height map, render, shadow map, shadow mapping, shadow shimmering, shadow swimming, terrain
Rendering Terrain Part 16 – Getting Started on Cascaded Shadow Maps A side note about performance and optimization before we get started. I don’t have a ton… Cascaded Shadow Maps, CSM, direct3d, direct3d 12, directx, directx 12, height map, render, shadow map, shadow mapping, terrain