Home Forums Programming HW: Floating point textures & filtering

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    • #6451
      Anonymous
      Inactive

      More of a hardware question this but I think this is probably the best place to post it.

      I’m currently experimenting with a smooth shadow mapping technique for a racing game I’m working on and I’m using 32 bit floating point textures to store depth values from the lights perspective. The technique seems to be mostly working now at this stage, but I am running into some issues with shadow banding and blocky shadows- see below:

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