I’m using shadow maps algorithm (as explained in Paul’s Project - shadow maps ) in a chess game. I use accumulation buffer to render from several light sources, thus creating soft shadows.
The problem is the self aliasing which I cannot get rid of.
Does anyone know how to solve this problem?
I’m not familiar with that demo, but a common problem in shadow mapping is the z-fighting that leads to unwanted self-shadowing.
One way to mitigate this problem is to use glPolygonOffest to nudge the poly’s depth in a favorable direction.
Another approach renders back faces into the light-depth-buffer. If your shadow-casters are convex, or otherwise equally represented by a back-face projection, then this can produce good results.
I hope this helps.