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How to enable terrain to also cast shadows? #3
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I the Cesium Sandcastle demo: |
Here's my modified sandcastle example, with added terrain and exclude_terrain = false; |
@rumicuna How to solve the surface flicker when the perspective rotates ? |
@xsherlockpl @TJKoury here's the updated Sandcastle demo with terrain. All that is diffrent from the repo's Sandcastle demo is that I've turned on terrain. The code seems to have be updated recently, but I can't get the terrain to cast shadows. The buildings cast shadows on themselves and on the terrain beautifully, but the terrain itself does not cast shadows on itself or on the buildings. |
Shadows are implemented based on depth, and when two depth values are too close, it is difficult to distinguish the occlusion relationship between objects. This can lead to Z-fighting problems. Adding offset values can cause slight deviations between the two depths, effectively alleviating the Z-fighting problem. However, the setting of this value is based on experience. |
Does this mean this SensorShadow library just doesn't support terrain? |
No it doesn’t. Pull requests welcome, or funding.
…On Tue, Oct 8, 2024 at 4:32 PM Steven Gantz ***@***.***> wrote:
Does this mean this SensorShadow library just doesn't support terrain?
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First, thanks for releasing this, you guys are the best!!
Question: is there a way to have the visibility also work with the terrain so it casts a shadow on itself?
The buildings cast shadows on themselfs and on the terrain beautifully, but the terrain does not.
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