Camera
Rotate

Light
Rotate

teapot
jump

FPS: 60

Merged part 01, part 02, part03


Part 03
projection vs mapping
The largest difference that sets these 2 apart is that shadow mapping allows for selfshadowing and arbitrary shadow casting to any number of differently oriented surfaces.
projection mapping, while easier to maintain as you simply add more objects to the rendering pipeline, is limited to shadows on the uniform ground plane
which is hardly useful for more complex or realistic renderings.
shadow mapping with all its benefits do require an alteration to the rendering pipeline as we need to render the same scene atleast 1 time per light source,
requiring more shaders and more complex texture management besides the additional framebuffers and rendering buffers in memory