#Cascade shadows are exploding

6 messages · Page 1 of 1 (latest)

snow mica
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I'm trying to implement cascaded shadow maps, using this LearnOpenGL article as a base: https://learnopengl.com/Guest-Articles/2021/CSM.

However, my cascade implementation is completely broken, and I'm not sure what to look for to figure out why. I added a debug draw path that shows which cascade each pixel should be reading (red = first, green = second, blue = third, pink = fourth) and that part seems to be correct. It's probably something to do with the generation of the shadowmaps themselves but I'm not sure what it is

frosty violet
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just describing what i see, but do you render the lowest quality into the biggest cascade and vice versa?

hollow timber
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the black part seems like your near plane is too close and your texture isn't set to render white on the outside

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or you're just selecting a cascade at the wrong index in your shader

snow mica
snow mica