Hi, this is a brief explanation of what I'm trying to do:
Some time ago I've read about a technique called 'Projective Shadow Mapping', and now I'm trying to implement it using OpenGL.
I can render the light view of an object in a 256x256 texture (the shadow map), with glTexSubImage2D etc.. that works fine, but when I try to set the texture matrix with the matrix I've used to render the shadow map (that's correct?) to project the shadow map to a wall or some other object, I got very strange 'projections'...
The shadow map is working as well as the rendering of the shadow on other objects, but I don't know whats wrong... the projection matrix (texture matrix) used to render the shadow map to an object (to project it to that object) is really the light view matrix? If there's someone that knows how to do it right (I'm not) please help me...
Thanks..
- Royconejo.



