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