Original Post
hello GameDev community. I'm currently onto implementing shadows into my engine using shadow volumes based on stencil operations. I've made my first progress, silhouette extraction and capping seems to work fine. At the current stage, I do a full cap, front and back, after extracting quads. I run the rendering algorithm using zFail regardless of whether the volume cuts the near clipping plane or not. I do have a little problem though. For some reason, I'm getting artifacts on self shadowing areas. The shadow projected elsewhere looks perfectly fine, as mentioned, just the self shadowing goes wrong on me. The images I get remind me a little of z-fighting. When moving around character or camera, the dynamics give me an impression of flickering. I have uploaded an image to show what I mean. Please take a look below http://images6.theimagehosting.com/shadows_flicker_1.jpg Below is an image of a close up: http://images6.theimagehosting.com/shadows_flicker_2.jpg And another picture rendering the extracted shadow volumes: http://images6.theimagehosting.com/shadows_flicker_sv.jpg In the above pictures, I have a single light source right where the lantern is located. I've searched a lot over the past 2 days, and found no answers. Can anyone give me a hint as to what might cause the effect I'm getting? Any ideas would be appreciated, thanks in advance. [Edited by - f_gerhar on October 11, 2006 2:37:35 PM]