   shadow map
  I study the directX's sample about shadow map.When i change the light type to direction(use the orth project),something is mistake, the picture is in here http://www.opengpu.org/viewthread.php?tid=3090&pid=21877&page=1&extra=#pid21877 How can i fix it?
  There is no picture at that location.   ;  As Dom_152 says, there's apparently no picture at the link you posted.However, even from a picture, it probably wouldn't be clear what the problem is. I suggest you post a link directly to the picture, and post your hlsl shader, preferably using [source][/source] tags. To learn about those links and tags, see the FAQ in the upper right-hand corner of this page.   ;  Sorry,this's the pictureUploaded with ImageShack.us;  My previous post:Quote:post your hlsl shader, preferably using [source][/source] tagsAll you have to do is copy-and-paste.As mentioned above, the picture doesn't really tell much. Have you tried changing various parameters or constants in your shader? The epsilon you use to multisample the shadowmap?   ;  Is it the self shadowing artefacts you are having trouble with? If so you need to use a bias when determining which pixels are in shadow to prevent casters shadowing themselves. This is because of inherent inaccuracy with the use of floats in a  depth buffer.   