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lines changed Original file line number Diff line number Diff line change @@ -296,9 +296,9 @@ Omni light shadow mapping is relatively straightforward. The main issue that
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needs to be considered is the algorithm used to render it.
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Omni Shadows can be rendered as either **Dual Paraboloid ** or **Cube ** mapped.
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- **Dual Parabolid ** renders quickly, but can cause deformations, while **Cube **
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+ **Dual Paraboloid ** renders quickly, but can cause deformations, while **Cube **
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is more correct, but slower. The default is **Cube **, but consider changing it
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- to **Dual Parabolid ** for lights where it doesn't make much of a visual
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+ to **Dual Paraboloid ** for lights where it doesn't make much of a visual
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difference.
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.. image :: img/lights_and_shadows_dual_parabolid_vs_cubemap.webp
@@ -348,7 +348,7 @@ Spot shadow mapping
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Spots feature the same parameters as omni lights for shadow mapping. Rendering
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spot shadow maps is significantly faster compared to omni lights, as only one
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shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual
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- parabolid mode).
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+ paraboloid mode).
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Spot lights with shadows enabled can make use of projectors. The projector
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texture will *multiply * the light's color by the color at a given point on the
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