Thanks in advance for any help or input-
I have a “sun” casting shadows above a vast terrain. The problem lies when an object casts a shadows at the edge of the light frustum. This causes the shadow to “bleed” out forever. I have tried using GL_CLAMP on the depth texture with a GL_TEXTURE_BORDER_COLOR vector of either 1.0 and 0.0 and I still see the same effect. GL_REPEAT cause the shadow texture to be duplicated in patches across the terrain, which is not what I want. Is there any way to “stop the bleeding”?
The other problem is when the light is directly overhead, the shadows disappear, even for objects clearly above the ground. The work as long as the light is not exactly at the x=0 y=0 point. I can move the light all over and everything shadows, but if the light is at x=0,y=0 the shadows disappear.
Any ideas? Thanks again for your help