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BeastX

Member Since 26 Jul 2005
Offline Last Active Oct 25 2012 10:07 AM
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Topics I've Started

Virtual Shadow Depth Cube Textures

13 March 2012 - 09:24 AM

For my generic forward renderer, to reduce passes, I've implemented spot and directional shadow mapping using a texture atlas that's subdivided to support several lights.

I'm using that same texture to implement VSDCTs for point lights. This looks correct except that I have edges, borders, outlines around each sampled face edge.


I've tried clamping my UVs, which shifts the shadow and just moves this "border"


I've tried increasing the shadow view's FOV beyond 90, which only has a slight effect after 130 degrees but that is excessive and destroys depth map precision.

I'd compare this to the seam issues with DPSMs, but I have several :)

Any suggestions would be greatly appreciated.

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