Hi Dario,

The issue looks like one of depth precision of the shadow map such
that the depth test makes an erroneous judgment about whether the
front surface is in shadow or not, this often is a surface self
shadowing itself.  The normal solution is to use a polygon offset in
the shadow map generation so that the surface doesn't shadow itself,
if this polygon offset is too small you still get the self shadowing
artifact if the value is too large you no longer get shadows where you
should see them.

The better the depth precision of the shadow map the lower the polygon
offset will be required, and in your case perhaps it's the ground
layer that is very large and it part of the shadow casting scene to
pushes out the depth range of the shadow map reducing it's precision.
If this is the case then using the Cast/RecivesShadowMask
functionality would be appropriate as this will you could use the mask
to avoid the ground being used in the shadow map generation.

Robert.

On 24 August 2012 14:57, Dario Minieri <[email protected]> wrote:
> Hi,
>
> I'm using a shadowed scene with LightSpacePerspectiveShadowMapCB technique 
> with a single light. I've seen that in some positions of the camera, the 
> shadows appear artifacts, while in other positions not. See snapshots. Moving 
> the camera in a continuous manner, this results in an annoying "shadows 
> flickering" on the objects.
>
> You have some kind of idea for that? GLSL Shadow shader issue? Graphix card 
> issue? Other?
>
> Thank you!
>
> Cheers,
> Dario
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=49505#49505
>
>
>
>
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