Jump to content
  • Advertisement
Sign in to follow this  

Shadow and the render position - a small query

This topic is 2809 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

Hope i'll get this straight.

My engine divides a 512x512 map into a cells of size 16x16 - and renders by first frustum culling / occlusion culling the visible cells.

I'm almost done with everything inside, now implemented variance SM and thinking how do i setup the sun position for shadowmap to become real.

As for test approach i am rendering to shadowmap texture from a position:


//render the view from

//targetted to

It is obvious that when i cross to another cell my shadow is being rendered with a position of another cell what generates a bad effect causing shadow to 'jump' between cells when i cross from one to another.

Now the question - what are the approaches i could take?
Of course rendering from higher positions make the shadowmap look ultra-ugly.

What can i do with that implementation to stop making the shadows to jump over the cells and see the shadow in at least a distance of 3cells in front.

Or are there any well known tips for setting the position of a shadowmap to render? How to approach that ?

Much appreciated for any suggestion here.
Best regards!

[Edited by - razor1911 on October 12, 2010 5:43:32 PM]

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!