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akira32

shadow aliasing by using PSSM(one is right,another is error)

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I write a MapEditor and implement PSSM(Parallel-Split Shadow Maps into my MapEditor(DirectX9, VC++). My lowerclassman write a game with DirectX9 and VC++. I implement PSSM into his game, but the shadow seems to have some alisings in his game. We use the same camera parameter (excludes the camera position and look at). His game use deferred shading to render the scene. I restore the screenshots of ours as below: lowerclassman's game:: http://cid-fbeb6373d9321a7f.skydrive.live.com/self.aspx/Questions/pssm%20flag%20error.JPG my mapeditor: http://cid-fbeb6373d9321a7f.skydrive.live.com/self.aspx/Questions/pssm%20flag%20right.JPG Could somebody know the cause of the difference of ours? And how to I solve this problem?

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I had solved this problem. The problem is caused in the pixel shader of generating Shadow Result Texture by using back buffer size to calculate texel size(should be replaced with shadow map size).

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