Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
Anonymous's avatar
Anonymous
11 years ago

Shadows that are under the surface?

Has anyone had a problem with this? The shadows are below the surface. Say, for example, there is a shadow from a tree cast on the ground, the shadow looks like it's a foot below the surface of the ground.

I'm posting here because if I switch to a regular camera instead of the OVR, the shadows are positioned correctly. So there's some setting I've set that conflicts with the Oculus.

For a long time I was using a Shadow Volume Toolkit instead of the regular shadows, and I only tried out the regular shadows again because I wanted to try Direct3D 11 with the DK2, and the Shadow Volumes weren't working with that. But unfortunately that means I can't just think of recent changes I've made that would explain the problem, the source of the problem could have started months ago but I only just now made it visible when I turned the shadows back on.

If I make a new project from scratch and use the DK2, the problem doesn't appear. So it's not a universal problem, it's specific to the setting in this project. I've deleted the old SDK from OVR folder and the Plugins folder so I could re-install from the latest SDK, and re-imported the camera prefab from the new version, and the problem is still there.

Any other ideas?

1 Reply

Replies have been turned off for this discussion
  • Anonymous's avatar
    Anonymous
    Okay, I discovered that forward rendering corrected the shadows, so I knew it was tied to deferred lighting, so it looks like it was related to the deferred lighting issue described here:
    viewtopic.php?f=34&t=11014

    And Boone's DeferredRenderingFix corrected the shadows.