Jump to content
  • Advertisement
Sign in to follow this  

Shadow mapping problem [solved]

This topic is 3954 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello! I’ve got a problem with shadow mapping and ambient lighting. The shaded side of my objects receives a strange artifact when the shadow is on the polygon. It’s like the edge gets even darker where it should have the ambient color intensity. This picture shows the problem.
I calculate the fragment color in this GLSL shader:
// Calculate the light ambient, diffuse and specular values

// Final color variable
vec4 color=vec4(0.0);

// Add the sceneColor value
color += gl_FrontLightModelProduct.sceneColor * texColor;

// Add the light values (amb,dif,spe) and material+texture, multiply with shadowmap texture intensity (0.0-1.0)
color += ambient * gl_FrontMaterial.ambient * texColor ;
color += diffuse * gl_FrontMaterial.diffuse * texColor * shadowShade;
color += specular * gl_FrontMaterial.specular * shadowShade;

gl_FragColor = color;

The ambient, diffuse and specular values are the values of gl_LightSource[0]. The shadowShade value is derived from shadow2D(). I’m not sure how to combine the texture rgb values with the lighting model and the current material. I have tried to make this to work for two days but I just can’t get it. Any help appreciated! [Edited by - O-san on February 12, 2008 8:47:19 AM]

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!