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Old 02-26-2011, 04:58 PM
Old_Canuck
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Quote:
Originally Posted by B25Mitch View Post
Hi everyone. I see there's been some discussion about the gap in shadows, close to the base of the object casting them.



This is an inherent limitation of texture-projection type shadowing. Here is a quick example I did in Blender, also using a low-resolution texture projection shadow:



Notice how the light creeps underneath the wall (yes, the wall is attached to the ground). This can be reduced using a 'bias' factor, however this of course will drain more resources from the system. The simple fact is that this sort of effect will always be present to some extent when using texture-projection shadowing.

Now take another look at the first screenshot. The planes that are further away have a worse gap in the shadow and lower shadow map resolution than the plane in the foreground. This indicates that the team are well aware of the issue and have done everything they can to minimize it.
Well done Mitch. You're a guy worth listening to.
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