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ShadowMapping + FBO troubles : Crosspost in OpenGL Forum

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So, I finally got shadow mapping working like I wanted it to, but all the shadows look blocky... I currently have a 512 x 512 screen, I figured that if i render to a 2048 x 2048 texture, that they wouldn't look so blocky. I think I may be misunderstanding something... Here's what I'm doing... 1) Render Depth Values to the FBO 2) Setup Texture/Shadow Matrix and Shadow Shader 3) Run the Shader on the terrain The Shaders Vert Shader

void main(void)
{
	gl_Position = ftransform();
	
	gl_TexCoord[0] =  gl_TextureMatrix[1] * gl_Vertex;
	
	gl_TexCoord[1] = gl_MultiTexCoord0;
	
}


Frag Shader
uniform sampler2DShadow depth_texture;
uniform sampler2D model_texture;

const float ratio = 1.0 / 2048.0;

void main()
{
	vec4 result = vec4(1.0f, 0.0f, 0.0f, 0.0f); 
	
	vec4 model_color = texture2D(model_texture, gl_TexCoord[1].st );
	
        // This will fix the placement of the shadow
        // gl_TexCoord[0].xyz *= (512 / 2048 )

	result = shadow2DProj( depth_texture, gl_TexCoord[0] );
	
	gl_FragColor =  result * model_color ;
	
}


As stated above, if i use the commented line, that will fix the placement of the shadow to where it should actually be projected. As I said, currently the shadows are not placed in the correct position. I will fix the shadows with some extra sampling once if figure out how to fix the blocky nature of the current technique... Thanks for any help in advance stringa

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