Quote:Original post by bushmanpaul
1.The small bands of light you are seeing is the inaccuracy in float. This is totally normal.
2.This is also a problem with inaccuracy with float, try adding more bias (might make small bands of light bigger).
http://developer.nvidia.com/object/hwshadowmap_paper.html shows you how to solve this.
3.The further the light is away the higher your shadow Map resolution need to be for you to get better results.If I understand you correctly.
Hope this helps.
Cool, that helped a lot. But in HLSL, it seems pixel values are clamped to [0,1]. This means that if I store the z-values in a texture, I have to get them in this range. (z-clipNear)/(clipFar-ClipNear) doesn't work because it's non-linear, forcing all the values so close to zero that the shadow map doesnt work. Is there any way (other than 1/z) to render the shadow map?