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Any objects outside the frustrum of light camera should be in shadow, and D3D12_TEXTURE_ADDRESS_MODE_BORDER should be used here otherwise its no use setting BorderColor for D3D11_TEXTURE_ADDRESS_CLAMP.
Original code:
The text was updated successfully, but these errors were encountered:
CretaceousConstructor
changed the title
In the D3D12Multithreading example, shadow map sampler shouldn't be set D3D11_TEXTURE_ADDRESS_CLAMP.
In the D3D12Multithreading example, shadow map sampler shouldn't be using D3D11_TEXTURE_ADDRESS_CLAMP mode.
Aug 15, 2024
Any objects outside the frustrum of light camera should be in shadow, and D3D12_TEXTURE_ADDRESS_MODE_BORDER should be used here otherwise its no use setting BorderColor for D3D11_TEXTURE_ADDRESS_CLAMP.
Original code:
Should be modified to:
The text was updated successfully, but these errors were encountered: