View Full Version : Self-shadowing precision problem.

Alberto García
05-27-2015, 05:08 AM
I have implemented shadow mapping, all works fine except that self-shadows are not rendered correctly, as you can see in the picture:


The problem looks like z-fighting, does anybody know how I can solve it?

Here my lookup function:

float lookup( )
float shadow;
float depth = texture( shadowMap, ShadowCoord.xy ).x;

shadow = ShadowCoord.z > depth ? 0.25f : 1.0f;

return shadow;

Thanks in advance