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DarkBASIC Professional Discussion / shadow shader problem - mystic holes

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mr Handy
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Location: out of TGC
Posted: 30th Aug 2012 19:06 Edited at: 30th Aug 2012 19:07
Hi! I am making shadow shader based on a tutorial and evolved's spot shadow mapping

I have camera 6 for sun, other 5 are for water, bloom etc.

What I have in DB:


Used from evolved's shader:


And... result:


mr Handy
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Posted: 30th Aug 2012 20:10 Edited at: 31st Aug 2012 19:19
It turns out that mesh render bug is tied with camera range... Need more testing.

EDIT:
I ajusted camera range: 90 000 near and 110 000 far. 20 000 range rendered without bugs. But shadow shader broken now. I used .z coordinate from projection (see post above). Now I had to use distance(a,b) to calculate depth - with adjusted range depth from projection was somehow affected.

EDIT:
If anybody familiar with shadow mapping, please respond.

mr Handy
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Posted: 30th Oct 2012 17:29
well, the problem is still persist...
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 19th Jan 2013 19:57 Edited at: 19th Jan 2013 23:59
Just posting to keep this alive.

I'm going to experiment with an orthographic camera to see if I can remove similar problems from my shadow mapping demo. If I succeed I'll post a demo here. Won't be till later next week at the earliest though.

The symptoms you describe look annoyingly familiar to me.

[Edit: corrected spelling. ]
mr Handy
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Posted: 23rd Jan 2013 12:30
I found today my flash card with source, I'll post it tonight or tomorrow.

*** Merry Chuckmas! ***
mr Handy
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Posted: 24th Jan 2013 13:16 Edited at: 24th Jan 2013 13:24
Okay, here is the source that caused this thread to happen. But it seems that this source has been "ripped" a little thince then . Oh well.

EDIT: re-uploaded source. holes, holes everywhere!

*** Merry Chuckmas! ***
mr Handy
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Posted: 24th Jan 2013 13:27 Edited at: 24th Jan 2013 13:28


*** Merry Chuckmas! ***

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