Yeah, that was my issue. I was subtracting the minValue instead of adding it. Or, in code (rand() returns a real value between 0 and 1):
Wrong:
rand() * (maxValue - minValue) - minValue
Correct:
rand() * (maxValue - minValue) + minValue
Not sure, but I'd double check to make sure that the drand function is actually returning stuff in that range. That's my best guess. When mine was out of range I didn't get a shadow at all. (It's posted)
Debugging test. I get these results with 64 rays per pixel as well. Anyone have any ideas why my shadow isn't extending far enough?
Here's my code for getting the direction to a point light:
Vec PointLight::getDirectionToLight(const Point &point)…
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