> > 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.
Doh! I wrote shadow map code from scratch but was based on osg::ShadowMap. My shader used 9x9 sampling (IIRC) which produced little aliasing with a slight loss of speed. Of course, 1x1 sampling can be used if the VP isn't near the shadowed object. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

