I am trying to implement shadow mapping for point lights. What I was hoping to do is to use a cube map so I can do just one look up int he shader (as opposed to six look ups).
I am writing my code targeting NV40 class hardware.
So here are my questions.
1. Does NV40 support DEPTH_COMPONENT CUBE_MAP targets?
2. I did code up a path where I am rendering to a (32,0,0,0) bits pbuffer an I would like to copy it to a (32,0,0,0) bits cube maps. Using the LUMINANCE_FLOAT_ATI format, this is really slow. Using the R32_FLOAT_NV format, it appears not to work at all.
So I am wondering what I should do to get this to work at a decent speed of should I just have 6 maps (I really hope not)?