Hello!
I am having a big problem implementing VSM and I have been stucked for a couple of days.
When I use VSM instead of a basic shadow mapping, shadows behave strangely. I think the shadow map that I am generating is good, so I dont understand what is happening.
This is the code I use to generate this dual channel depth map:
for (int i = 0; i < SHADOWMAP_CASCADE_COUNT; i++)
{
//generamos los shadowmaps originales, donde se renderizara la escena
glBindFramebuffer(GL_FRAMEBUFFER, lightFrameBuffer[i]);
glBindTexture(GL_TEXTURE_2D, shadowmapTexture[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F …