Quote:Original post by bushmanpaul
The shadow you are seeing is most probably also a inaccuracy with the float. Using D3D10_CULL_BACK to create the depth map from the lights view(this only works if you are using closed meshes) would usually solve most issues with edges of shadows
Can you please include a screen shot of the problem.
I am actually using directx 9, so that wouldn't work. Also, the reason I'm rendering the backfaces for the shadow map is because there is less worry about float imprecision.
Here is a screenshot of the problem:
http://imgur.com/nD7Q2
As you can see, due to PCF, the boundary has some shadow that's not supposed to be there.