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#ActualnewObjekt

Posted 02 April 2013 - 04:18 PM

Hello

// Used to lower moiré pattern and self-shadowing
shadowCoordinateWdivide.z += 0.0005;

The bias is the small value you add to the vertex's depth in order to (I quote you) lower moiré pattern and self-shadowing wink.png

Here it is 0.0005.

 

What was suggested was probably to try greater values

 

Yeah I tried playing with that value before I posted. I don't know if this issue is actually "self shadowing" though. The problem is that if a triangle casts a shadow, it also has the shadow cast on it. From what I read self shadowing is when you have back facing polygons being shadowed on the same model.

 

Just another note, the model that is casting the shadow is having the shadows cast on it. The map itself is one large OBJ of Hangemhigh I imported. I'm using old halo maps for testing :P


#1newObjekt

Posted 02 April 2013 - 04:13 PM

Hello

// Used to lower moiré pattern and self-shadowing
shadowCoordinateWdivide.z += 0.0005;

The bias is the small value you add to the vertex's depth in order to (I quote you) lower moiré pattern and self-shadowing wink.png

Here it is 0.0005.

 

What was suggested was probably to try greater values

 

Yeah I tried playing with that value before I posted. I don't know if this issue is actually "self shadowing" though. The problem is that if a triangle casts a shadow, it also has the shadow cast on it. From what I read self shadowing is when you have back facing polygons being shadowed on the same model.

 

Just another note, the model that is casting the shadow is having the shadows cast on it. The map itself is one large OBJ I imported.


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