   Problem with Shadow_Arb
This is my problem, I was wondering if anyone had encountered anything similar, and what was causing it...Basically I'm rendering to a Depth Texture with an FBO, and then projecting it using GL_ARB_SHADOW / GL_ARB_SHADOW_AMBIENT to decide light/dark regions, so it’s fairly straight forward... Any ideas? If you want to see some code I can rustle some up in a bit...Thanks in advance   
  how is it ment to look, without the shadows?   ;  here you go:;  It looks like depth comparison fighting in the shadow texture to depth buffer comparison. When creating the shadow texture, try not rendering front faces and use glPolygonOffset for a further depth offset.   ;  Right on the money, Thanks!by the way any way to reduce the jaggies? Im testing with a 2048 x 2048 Shadow map... and they are still really visible   ;  Thats a problem with shadow mapping, however there are a few techniques out there to deal with it.. I think they are linked to in the Graphics Programming and Theory FAQ.   ;  I'll take a look thanks.   