Lloyd
04-30-2001, 06:41 AM
Hi all
I'm having real problems with volumetric shadows, using a Geforce 2 and opengl. I appear to be getting gaps between triangles, sharing a common edge, rendered into the stencil
buffer.
e.g.
The four vertices
a(50, 30, 50);
b(50, 30, 100);
c(100, 30, 100);
d(100, 30, 50);
And the two triangles
1: a b c
2 a c d
When they are rendered into the stencil buffer, and the scene is re-rendered with lighting enabled, pixel sized gaps beween the shared edge (a to c) are coming through, resulting in pixels of the green texture (of the terrain) showing through in the shadow. It is obvious that some pixels arent getting set correctly in the stencil buffer, but is this because of something I'm not setting in OpenGL, or due to the way opengl's line drawing is handled?
Any ideas why? Cos Its driving me crazy!!
Any help would be greatly appreciated.
Thanks
Lloyd
I'm having real problems with volumetric shadows, using a Geforce 2 and opengl. I appear to be getting gaps between triangles, sharing a common edge, rendered into the stencil
buffer.
e.g.
The four vertices
a(50, 30, 50);
b(50, 30, 100);
c(100, 30, 100);
d(100, 30, 50);
And the two triangles
1: a b c
2 a c d
When they are rendered into the stencil buffer, and the scene is re-rendered with lighting enabled, pixel sized gaps beween the shared edge (a to c) are coming through, resulting in pixels of the green texture (of the terrain) showing through in the shadow. It is obvious that some pixels arent getting set correctly in the stencil buffer, but is this because of something I'm not setting in OpenGL, or due to the way opengl's line drawing is handled?
Any ideas why? Cos Its driving me crazy!!
Any help would be greatly appreciated.
Thanks
Lloyd