ceedee Posted January 3, 2017 Share Posted January 3, 2017 Objects which at the same time produce and receive shadows show some strange glitches. http://playground.babylonjs.com/#1SGTPA#9 I tested it on Nvidia NVS3100M and Intel HD Graphics (1 st gen.) On each of those cards the the size of circles is different, but looks bad anyway. When you comment lines 92,93: // shadowGenerator.getShadowMap().renderList.push(plane); // shadowGenerator.getShadowMap().renderList.push(videoPlane); Planes start to look ok, but it is not a solution at all, in case of more complicated meshes/scenes selfshadowing is an important feature. Only in very limited scenes it is possible to make it good by disabling some meshes shadows. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 4, 2017 Share Posted January 4, 2017 Self shadowing issues are frequent in webGL where we do not have an immense precision at our disposal. I suggest using slightly translated impostors here: http://playground.babylonjs.com/#1SGTPA#10 Quote Link to comment Share on other sites More sharing options...
ceedee Posted January 4, 2017 Author Share Posted January 4, 2017 5 hours ago, Deltakosh said: Self shadowing issues are frequent in webGL where we do not have an immense precision at our disposal. Do you think are there any chances to improve that with new features of webgl2 ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 5, 2017 Share Posted January 5, 2017 I think so! Quote Link to comment Share on other sites More sharing options...
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