Basic shadow mapping artifacts using OpenGL and GLSL
问题 I've written a simple OpenGL test application about basic shadow mapping technique. I have removed most artifacts except for the one on the occluder back face. This back face is concerned by artifacts because during the first rendering pass (shadow depth map filling) I enable the front face culling. Consequently I have self-shadowing z-fighting artifacts. To solve this kind of problem it said on several tutorials the depth of the vertex position in light space need to be biased with a very