CSM Scrolling Question, How to resolve uv bias precision? Hi, I'm looking to implement CSM Scrolling in our engine. Its concept is easy to got. But when I try to calc the delta bias of UVs, I found the precision make not all texel "moved" well. Sometimes (delta + UVs) reach a new texel sometimes not. I suppose this is due to floating point precision. My shadow map resolution is 2048x2048. Does any one had play around with CSM Scrolling and could give me some insight? Thanks in advance! https://ift.tt/eA8V8J
Hi, I'm looking to implement CSM Scrolling in our engine. Its concept is easy to got. But when I try to calc the delta bias of UVs, I found the precision make not all texel "moved" well. Sometimes (delta + UVs) reach a new texel sometimes not. I suppose this is due to floating point precision. My shadow map resolution is 2048x2048. Does any one had play around with CSM Scrolling and could give me some insight? Thanks in advance!
from GameDev.net http://bit.ly/2WzaZTe
from GameDev.net http://bit.ly/2WzaZTe
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