Hi!
I've solved a self shadowing issue, but the solution was the opposite to what I expected. I had a mesh and a simple plane with the meshes' shadow being rendered on the plane via shadowmapping.
When rendering from the light's POV of course I culled front faces and rendered back faces of the mesh. There was some pretty bad self shadowing on the final image so I thought that the back and front sides of the mesh may have been too close to each other leading to problems in the depth values being compared. Therefore I thought scaling the mesh would help.
I scaled the mesh to 200% of its size in every direction, with the thought that the two sides of the mesh would be further apart and so the depth values for comparison would be wider apart. Yet, the self shadowing was in fact much worse.
I then tried the counter-intuitive solution of making the mesh smaller by 50% in each direction, and that solved the problem.
Why is this?