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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University Koblenz Mobil: +491786867360
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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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