I’m implementing the shadow volume solution from the NVidia SIGGRAPH 2002 Robust Shadow Volumes paper, but I’ve ran into some problems. The shadow volume is stable, and the region that is supposed to be shadowed is perfectly defined, but I’m getting some z-fighting on the near capping of the shadow volume (the one where you simply draw the faces visible to the light source), which is screwing up the scene.
I checked it several times, but I couldn’t find anything wrong, so I think the problem might be caused because I render the actual object from a vertex buffer, but the shadow volume through immediate mode calls… Has anyone ran into a similar problem? Any ideas?
Thanks already!