I’ve been playing with the depth shadow demo quite a bit lately, and I tried extending it to a large scene built from many PagedLODs (20 or more models).  The results have been pretty bad so far.  To make the transition easy, I just create one texture and apply it to the entire scene, which causes a lot of stretching since I’m limited to a 2048x2048 texture.  As a result, areas that shouldn’t be shaded are and vice versa.

 

Is there an elegant solution that would allow me to use depth shadowing despite the texture size limitation?  I’m not worried about frame rates at this point.  I just want to see a properly rendered scene.

 

Thanks,

Chase

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