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.
BeastXMember Since 26 Jul 2005
Offline Last Active Oct 25 2012 10:07 AM
- Group Members
- Active Posts 53
- Profile Views 456
- Member Title Member
- Age Age Unknown
- Birthday Birthday Unknown
BeastX hasn't added any contacts yet.