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Problem with Shadow_Arb

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This is my problem, I was wondering if anyone had encountered anything similar, and what was causing it... Basically I'm rendering to a Depth Texture with an FBO, and then projecting it using GL_ARB_SHADOW / GL_ARB_SHADOW_AMBIENT to decide light/dark regions, so it’s fairly straight forward... Any ideas? If you want to see some code I can rustle some up in a bit... Thanks in advance

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It looks like depth comparison fighting in the shadow texture to depth buffer comparison. When creating the shadow texture, try not rendering front faces and use glPolygonOffset for a further depth offset.

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Right on the money, Thanks!

by the way any way to reduce the jaggies? Im testing with a 2048 x 2048 Shadow map... and they are still really visible

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Thats a problem with shadow mapping, however there are a few techniques out there to deal with it.. I think they are linked to in the Graphics Programming and Theory FAQ.

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