Depth bias and use of backface during depth map generation are common
techinques to avoid auto shadowing. Shadow quality highly depends on depth
map projection settings, depth map resolution and depth precision.
Sometimes depth bias is not enough to prevent some surfaces from casting
shadows on itselves. Someone clever figured out (sorry don't remeber who)
that if during shadow depth map generation, backfaces are rendered instead
of frontfaces some of these artifacts may vanish.
Obviously this trick requires "closed" models, constructed properly for
backface/frontface culling .
Cheers,
Wojtek Lewandowski
----- Original Message -----
From: "Marcus Fritzen" <[EMAIL PROTECTED]>
To: "osg users" <[email protected]>
Sent: Wednesday, June 20, 2007 4:15 PM
Subject: Re: [osg-users] holes when using shadow maps
Hello again,
so I played a little bit with the settings in osgShadow and disabled the
cullface, now it looks much better ;) as you exspect it should look like!
@ robert: Why there is this cullface in the osgShadow::ShadowMap::init()
at all?
Marcus Fritzen schrieb:
Hello,
can somebody tell me where these holes ( see attached picture, example
one marked ) came from? The left picture shows the scene from the
lightsource point of view ( corresponding to the shadow map ). Normally
when I now compare the depth from my eye point of view with the
corresponding one in the shadow map the marked place should be shadowed,
shouldn't it? I am a little bit confused, please help me ;)
Marcus
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Marcus Fritzen E-mail: [EMAIL PROTECTED]
University Koblenz Mobil: +491786867360
Triererstr. 105, 56072 Koblenz, HIWI FB4 Herr Jackel
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