Fix shadow flickering artefacts on platforms that do not support ARB_clip_control.

PiperOrigin-RevId: 743112447
Change-Id: Ibb727685605c0a257547162703f61e5232ff544c
This commit is contained in:
Google DeepMind
2025-04-02 06:33:26 -07:00
committed by Copybara-Service
parent b839fe79e1
commit 40393f460a
3 changed files with 27 additions and 6 deletions
+7 -3
View File
@@ -1050,13 +1050,17 @@ static void makeShadow(const mjModel* m, mjrContext* con) {
}
glBindFramebuffer(GL_FRAMEBUFFER, con->shadowFBO);
// create shadow depth texture: in TEXTURE1
// Create a shadow depth texture in TEXTURE1 and explicitly select an int24
// depth buffer. A depth stencil format is used because that appears to be
// more widely supported (MacOS does not support GL_DEPTH_COMPONENT24). Using
// a fixed format makes it easier to choose glPolygonOffset parameters that
// result in reasonably consistent and artifact free shadows across platforms.
glGenTextures(1, &con->shadowTex);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, con->shadowTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
con->shadowSize, con->shadowSize, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8,
con->shadowSize, con->shadowSize, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);