Hi

Thanks robert for your suggestion, yes this seems the case, the terrain is very 
very large. I wiil try your suggestion soon. Thanks! Bye!


robertosfield wrote:
> 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 <> 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
> > 
> > 
> > 
> > 
> > _______________________________________________
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> > 
> _______________________________________________
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Read this topic online here:
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