Jump to content
  • Advertisement
Sign in to follow this  

Distortion of Queried Virtual Shadow Maps

This topic is 3709 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

I have implemented the QVSM in C++ and DirectX. Now I have a question about resolution. PrintScreenWithArrow.png is my result of QVSM. But the place in the arrow has distortion or break in the edge if you zoom in to see. My situation is SM Size=1024x1024 the sm tile in axis=2x2 If I use the sm size of 2048x2048 and the sm tile in axis of 1x1, the distortion will not appear. So I think that is the problem in My Code of ShadowShadowResultTexureWithSmTilShadowMap(in attached file of ShadowShadowResultTexureWithSmTilShadowMap.txt) and technique TShadowQVSM_ADPATIVE3(in attached file of adaptive.txt)
technique TShadowQVSM_ADPATIVE3 //UpdateShadowResultTextureForDeferredShading
 pass p0
  VertexShader = (VsTextures[bUse3D_Way]);
  PixelShader  = compile ps_3_0 UpdateShadowResultTextureForDeferredShadingPS();
  ZWriteEnable=FALSE;//RenderState.ZBufferEnable = true;
  ZEnable=FALSE;//RenderState.ZBufferWriteEnable = true;

Could somebody have the same problem in your program? Or Could somebody help me to see my code and point the problem and error? PS:Attached File I put in the web: http://cid-fbeb6373d9321a7f.skydrive.live.com/self.aspx/%e5%85%ac%e9%96%8b/questions/20080423.rar

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.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!