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Problem with Shadow_Arb

Started by AlgorithmX2 5 replies 600+ views
Original Post
AlgorithmX2
AlgorithmX2
This is my problem, I was wondering if anyone had encountered anything similar, and what was causing it... Basically I'm rendering to a Depth Texture with an FBO, and then projecting it using GL_ARB_SHADOW / GL_ARB_SHADOW_AMBIENT to decide light/dark regions, so it’s fairly straight forward... Any ideas? If you want to see some code I can rustle some up in a bit... Thanks in advance

I seek knowledge and to help others whom seek it
AlgorithmX2
AlgorithmX2
here you go:

I seek knowledge and to help others whom seek it
Null and Void
Null and Void
It looks like depth comparison fighting in the shadow texture to depth buffer comparison. When creating the shadow texture, try not rendering front faces and use glPolygonOffset for a further depth offset.
AlgorithmX2
AlgorithmX2
Right on the money, Thanks!

by the way any way to reduce the jaggies? Im testing with a 2048 x 2048 Shadow map... and they are still really visible

I seek knowledge and to help others whom seek it
_the_phantom_
_the_phantom_
Thats a problem with shadow mapping, however there are a few techniques out there to deal with it.. I think they are linked to in the Graphics Programming and Theory FAQ.
AlgorithmX2
AlgorithmX2
I'll take a look thanks.

I seek knowledge and to help others whom seek it

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