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shadow aliasing by using PSSM(one is right,another is error)

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发表于 2009-3-16 13:50:00 | 显示全部楼层 |阅读模式
I write a MapEditor and implement PSSM(Parallel-Split Shadow Maps into my MapEditor(DirectX9, VC++). My lowerclassman write a game with DirectX9 and VC++. I implement PSSM into his game, but the shadow seems to have some alisings in his game. We use the same camera parameter (excludes the camera position and look at). His game use deferred shading to render the scene. I restore the screenshots of ours as below:

lowerclassman's game::
http://cid-fbeb6373d9321a7f.skydrive.live.com/self.aspx/Questions/pssm%20flag%20error.JPG

my mapeditor:
http://cid-fbeb6373d9321a7f.skydrive.live.com/self.aspx/Questions/pssm%20flag%20right.JPG

Could somebody know the cause of the difference of ours? And how to I solve this problem?

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发表于 2009-3-16 14:11:00 | 显示全部楼层

Re:shadow aliasing by using PSSM(one is right,another is error)

Are the 2 program share the same parameters for view and sampling settings?  Are they running on the same environment?  It's better for me to understand the cause if you could attach some code snippet here.  Thanks.
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