Shadow Mapping, SlimDX, DX11

The loss of my desktops SSD recently 'inspired' me to finally examine a simple graphical technique I'd previously never implemented: depth map shadows. I'd always read about the technique, and on the surface, it's rather simple, but I'd never implemented it myself to really grok it. And since I was restricted to my laptop for a while and in a graphics mood, I had at it.

I also used it as an opportunity to hack out the basics of using SlimDX to get stuff on the screen. The first bit was mostly navigating through all the gotchas to get a cube and a plane rendering, then get them lit, then get them shadowed. Ultimately increasing my knowledge of DX11, SlimDX development all in one go with a one-off.

And what's a graphics post without a demo video?