Thanks a much! I thought it could respectively should be something like you told, but I was not sure at all. Seems that the model I use ( it was given to me ;) ) is not closed at all. So disabling cullface is a first acceptable solution for me. Have a nice evening,

Cheers,
Marcus

Wojciech Lewandowski wrote:
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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