He was right to give me crap, a trained monkey could have found the bug: to blend together the shadow maps, you need the correct texture coordinate to index into the previous shadow map. I had the wrong texture coordinate. Specifically, I was using the texture coordinate to index into the depth map. That was just stupid. Here's two blended shadow maps from lights at (1,0,0) and (-1,0,0):

And with 6 lights, one on each axis:

With 26 lights:

I need more lights. Here's the map on the model

Using the ambient occlusion to change how much light ends up on Frank:

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