Peter panning happens with a *thin* wall because there is not enough z-precision for a thin wall to cast a shadow on the ground immediately behind it. (You can try a 32bit shadowmap, but that still might not be enough precision.
A *fat* wall does not have this problem, as the wall is thicker than the z-precison.
The article suggests the fix is easy, tell your artists not to make *thin* geometry.
Shadowmapping
i still dont get the idea of not making thin gemoetry athoug i understand waht you mean however my heightmap data is 'thin geometry ' ps i dont have an artist :P
SO i think the best option would be correcting z_near and z_far for close objects and making another rendering pass with differnt near./far for object that are further
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement