Jump to content

View more

Image of the Day

Working on an auto spawn system. #gamedev #indiedev #screenshotsaturday https://t.co/Mm2kfekz7b
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Fitting shadow map to view frustrum. Best way to do it?

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 newObjekt   Members   

208
Like
0Likes
Like

Posted 06 May 2013 - 10:48 PM

I've been messing with this all day but haven't gotten any satisfactory results.

 

I'm using an orthographic projection for my shadow mapping and I calculate and fit the ortho to fit exactly around the view frustrum. I also rotate the ortho so the frustrum fills as much of the space as possible.

 

The shadows are all correct and in their normal places but when I rotate the camera or move around it gives this exceptionally obnoxious shimmering effect. At certain angles I can very well see a moire pattern as well.

 

What is the best way to go about this? I've tried cranking up the PCF blending and it's no good, and I've also added a bunch to the z to offset the moire pattern but it's still shimmering and looking messed up at weird angles.

 

Should I just fit the ortho to the view frustrum but not rotate the ortho to completely fill the space? I think the rotation is whats causing the shimmering.

 

I'd appreciate any advice on the subject. Thanks.






Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.