Hello Jim,

ShadowMap does suffer from bad aliasing when the viewpoint is very
near the shadow.
The Orange book (GLSL shader) describes how to super-sample
the depth buffer to mitigate aliasing.

Indeed, aliasing is a big problem with "vanilla" shadow mapping in almost all real-world cases.

What you describe can easily be done by client code, using the osgShadow::ShadowMap::clearShaderList() and osgShadow::ShadowMap::addShader() methods with the appropriate shaders. One thing that you need to be careful about when replacing the default shaders is to use the same uniform names to access the shadow map sampler and other variables.

J-S
--
______________________________________________________
Jean-Sebastien Guay    [EMAIL PROTECTED]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to