Shadow Mapping - Self-Shadowing Z-Fighting Artifacts - Printable Version
+- iDevGames Forums (http://www.idevgames.com/forums)
+-- Forum: Development Zone (/forum-3.html)
+--- Forum: Graphics & Audio Programming (/forum-9.html)
+--- Thread: Shadow Mapping - Self-Shadowing Z-Fighting Artifacts (/thread-1792.html)
Pages: 1 2
Shadow Mapping - Self-Shadowing Z-Fighting Artifacts - Bachus - Feb 11, 2009 12:17 PM
Got sidetracked by normal mapping and lighting bugs...
I managed to get the artifacts down to a reasonable level. I was overthinking the artifacts on the back side of models. Those of course shouldn't ever be seen since the diffuse will be dark/black for those polygons anyway. I tried arekkusu's Shader Builder test, and it turns out the X1900 doesn't do hardware PCF (or I don't have it setup right). So I added the PCF sampling into the shader and that got rid of 99% of the artifacts that were still bugging me. I'm just not bothering with glPolygonOffset for now. I just can't find good numbers that don't cause more problems than they solve.
Shadow Mapping - Self-Shadowing Z-Fighting Artifacts - arekkusu - Feb 11, 2009 12:24 PM
Correct, X1900 does not support PCF.